Continuum FAQ

The Continuum Time Combat FAQ

Last updated March 5th, 2004

The Continuum roleplaying game has been in existence for about five years now officially, and there are many elements of the game system that have aspects to them that make the players, and GMs, think a little bit. This Frequently Asked Question (FAQ) page is designed to answer some of the commonly asked questions about one of the more complex Continuum game elements - Time Combat.

Time Combat Frequently Asked Questions

What is Time Combat?
Time Combat is an attempt to harm an opponent either by intentionally increasing their Frag, or surprising them and stopping their mischief physically. One of the real problems with Time Combat from a player point of view, is that one can never really be sure when it's time to start Time Combat, but instinct and the GM can act as a pretty good guide in this matter.

How and when is Time Combat initiated?
Time Combat occurs whenever sentient force is applied to create deliberate paradox and Frag another sentient being. In other words, when someone punches you, you go and get your friends and punch them back. As a general rule, Time Combat is initated by a character when they suffer Frag from a source that they don't necessarily know about at the moment of being fragged or when someone else declares Time Combat and enlists your aid.

When is Time Combat over?
Time Combat ends when one of the following occurs:

1) Two otherwise successful attempts to Orace or Frune the whereabouts of an attacker fails to result in catching; or
2) Two attempts to Frag the same spanner by the same assailant succeed; or
3) If the parties manage to agree to stop; or
4) If all of one side is brought down physically; or
5) If all of one side is hit to beyond Frag 7.

What are Stratagems?
Stratagems are a series of short-hand conventions to simulate actions in Time Combat. They are 60-second shortcuts that represent up to many weeks of game time. There are three basic types of Stratagems: Attack/Defense, Information Control, and Narcissist Tricks. See the Time Combat Stratagems FAQ for more info on them.

How are Sweeps ordered in Time Combat?
Sweeps are ordered by actions only. You cannot "take back" the actions of previous Sweeps in a Time Combat. In Continuum , that's a rule to stick by as a player or a GM.

Are penalties in a Time Combat ever retroactive to previous Sweeps?
No, they are not.

In Time Combat, what is the significance of requiring that someone performing a fragging action immediately declare his next Sweep? The example seems to indicate that it makes a difference, but I don't see why everyone couldn't just declare at the start of the next Sweep.
This was done primarily to allow opponents to Frune or Oracle where you _will_ be. That way, they can be there to clobber you Next Sweep, and keep the Actions simultaneous for the players. It's a game convention, but one that maintains the illusion of travelling time the best. (Note the adjustments to Bonuses made by the Target's Duration under Frune and Oracle on pages 124 and 125.)

While I understand the rudiments of Time Combat, why am I having such a struggle using it and implementing it in the game I run?
Chris Adams wrote: "Time Combat is a simulation, and Sweeps are the 3D simulation of a 4D experience. Sweeps are the closest we get to an "absolute now" concept, and we limit it to this simulation for that reason; "absolute now" is the worst cheat in time travel fiction, and we've consistently avoided it. But leveller players are playing a level game, and need turns to grok the game... at least, they need them here at the Aquarian Cusp... and throughout the Naughties...

"But Time Combat is best viewed as a kind of Chess. Second-guessing your opponent's strategy is key. And the foresightfulness required to win helps make the "simulation" resonate with the rest of the time travel action in Continuum.

"And remember, you can always just roleplay the whole thing out; every true gamer knows how to do that. It will fit in with the rest of your campaign seamlessly; it will just take up more of your players' Ages to play. Time Combat is a melee-like shorthand for events, and with causality divided to a nicety, loopholes in the shorthand can come from all sides."

Special thanks to Chris Adams, Dave Fooden, Barbara Manui, David Trimboli, and the folks on the Continuum Mailing List for their help in the compiling of this FAQ information.


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