Knightmare Lexicon - A Knightmare Encyclopædia
Lookup:

#  A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z

Categories
Actors
Books
Challenge
Characters
CITV
Clue Objects
Conception
Contestants
FanFics
Forums
Games
KMVR
Locations
Other
People
Production
Projects
Quotes
RPG
RPG Characters
RPG Places
Sci Fi
Seasons
Spells
Spin Offs
Teams
Web-sites
Winners
 
Latest Additions
Rosey Collins
Jake Collins
TimeBusters
gem
Sphinx
Statistics
Total Entries 1154
Total Definitions 1448
Todays Additions 0
Registered Users 792
Reports 0
Options
Login
Random Entry
Search


 
Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - Clock code position
1. Clock code position
In military terms: The position of a target in relation to an aircraft or ship with dead-ahead position considered as 12 o'clock.

This is a highly effective method of directing a dungeoneer used by only the more highly adept advisors in the later Seasons of Knightmare. It is not a replacement to sidestepping but highly effective when used in combination.

The original and usual method of guidance would typically involve telling a dungeoneer to turn to their left or right. The amount was arbitary though typically a unit of 90 degrees would be used. To reduce this an advisor might say "a little bit" though this is still open to interpretation.

The clock code position is as stated above taken from military practice in which directions are indicated using the positions of numbers on an analogue clock face. Thus 12 would be directly ahead, 3 is immediate right, 6 is directly behind and 9 is immediate left. The other numbers indicating positions between these. All the positions of the numbers are relative to the object to which they apply. E.g. Someone who has a goblin at 2 is at 8 relative to the goblin.

Providing an advisor and dungeoneer are familiar with the system it can be used for precision manouvering. It is more reliable than using left & right since more would be familiar with the positions of numbers on a clock face than left & right with which associated difficulty can be a sign of possible dyslexia.

The advisor would need to be able to effectively think about the dungeoneers point of view to best make use of the system remembering that 12 is always the direction the dungeoneer is currently facing and not straight ahead from their view of the Chest, Magic Mirror or Viewing Pool. Thus only those competent with such tasks ever make use of this system of manouvering. Following its first use the system rose in popularity amongst teams but only with the few that were comfortable with it.

Provided By: Forester, 2006-05-03 06:19:58
Thumbs up    Thumbs down
2 up, 0 down
login to vote