Sujet : Re: 1:1 time between campaign and real world
De : alex (at) *nospam* alexschroeder.ch (Alex Schroeder)
Groupes : rec.games.frp.miscDate : 17. Jun 2024, 08:39:59
Autres entêtes
Organisation : Campaign Wiki
Message-ID : <v4op8f$1drtq$1@sibirocobombus.campaignwiki>
References : 1 2
User-Agent : tin/2.6.2-20221225 ("Pittyvaich") (Linux/6.1.0-21-amd64 (x86_64))
Alex Schroeder <
alex@alexschroeder.ch> wrote:
So, what to do? In a best-effort hybrid approach I think we would
prefer 1:1 time passing. Then there's no discussion between the
referees of the setting. In addition to that, in a particular location
, a referee can "l ock it up" by not advancing the time between
sessions for an extended dungeon exploration. The consequences are:
the location is "off limits" for other parties while this is happening
. If, at a later date, the first party "gives up" or is slain or
imprisoned, any rescue attempts must start in real-time, so many weeks
later, even if that is also problematic. Essentially the feature is:
When the camera leaves the dungeon, time catches up. Such a setup
might work better than the two variants I'm experiencing
Just yesterday players said they were unhappy with the current setup
where my region is ahead of the other regions on the timeline and
therefore just one day passes between sessions in order to give\ the
other regions an opportunity to catch up. Since I run more games than
the others, however, my players feel that effectively their high-level
characters that have to travel to distant schools in order to train are
now out of the game for twenty sessions or more. And that's not cool,
either.
I'm suspecting the next iteration will be that if at the end of the
session somebody needs to go train, and there are no overriding concerns
, we will skip ahead one week and ignore the need of the other regions
to catch up.
right now.
Cheers
Alex