• 1:1 time between campaign and real world

    From smaug@smaug@ereborbbs.duckdns.org to rec.games.frp.dnd,rec.games.frp.misc on Sun Jun 16 12:59:10 2024
    From Newsgroup: rec.games.frp.misc

    What do you think about using a straight up 1:1 time between real world
    and campaign in a game?
    We have been using some of this in the games I recently have been playing
    in, and it manages to make for some interesting interactions.
    But on the other hand it also didn't quite interfere with the game as
    much as I though it could, mostly because there was a lull in games
    I think.

    I was thinking lately that esp. Traveller might have been intended to be
    used with something like that, as every jump between different worlds is exactly one week long. (allowing for players to jump into a system and
    jump out at the end of the game, safely back on their ship)

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  • From Alex Schroeder@alex@alexschroeder.ch to rec.games.frp.misc on Sun Jun 16 20:48:08 2024
    From Newsgroup: rec.games.frp.misc

    In rec.games.frp.dnd smaug@ereborbbs.duckdns.org wrote:
    What do you think about using a straight up 1:1 time between real
    world and campaign in a game? We have been using some of this in the
    games I recently have been playing
    in, and it manages to make for some interesting interactions.
    But on the other hand it also didn't quite interfere with the game as
    much as I though it could, mostly because there was a lull in games
    I think.

    I was thinking lately that esp. Traveller might have been intended to
    be used with something like that, as every jump between different
    worlds is
    exactly one week long. (allowing for players to jump into a system and
    jump out at the end of the game, safely back on their ship)

    As one of the persons running a game with 1:1 time in a multi-referee
    setup, I agree that there are sometimes very long breaks where you'd
    think that people would do something. The party beats the Set cultists
    and the session ends so there's no time to secure a power base and by
    the time you get back, weeks have passed. Fair or unfai?

    In another multi-referee setup, each referee is responsible for a region
    of the setting, each region has a Discord channel and a bot keeps track
    of the current in-game date for each channel. Advance the calendar as
    you see fit, with the long term goals of both using 1:1 time if possible
    , and catching up to the channel who's furthest ahead. Now the the
    problem in AD&D is that training and travel to trainers takes more than
    a week. In some cases, finding a high level magic user means travelling
    to the magic university, the whole trip takes 29 in-game days. So next
    session, there is a little pressure to just advance the calendar by +29
    days. Do this once or twice and your region plays in the future of every
    other region and travel of player characters between regions becomes impossible, making the unique premise a problem.

    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
    right now.

    Cheers
    Alex
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  • From Alex Schroeder@alex@alexschroeder.ch to rec.games.frp.misc on Mon Jun 17 07:39:59 2024
    From Newsgroup: rec.games.frp.misc

    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
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  • From jgd@jgd@cix.co.uk (John Dallman) to rec.games.frp.misc on Mon Jun 17 19:40:40 2024
    From Newsgroup: rec.games.frp.misc

    In article <v4mnis$571$2@ereborbbs.duckdns.org>,
    smaug@ereborbbs.duckdns.org () wrote:

    What do you think about using a straight up 1:1 time between real
    world and campaign in a game?

    It's not for me. The amount of activity in a game day varies hugely in
    the games I run: if the characters are on an international journey,
    several game days may pass in a minute of real time, but it may also take several sessions to play out the events of a game day.

    John
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.misc on Mon Jun 17 19:35:16 2024
    From Newsgroup: rec.games.frp.misc

    Alex Schroeder <alex@alexschroeder.ch> wrote:
    In rec.games.frp.dnd smaug@ereborbbs.duckdns.org wrote:
    What do you think about using a straight up 1:1 time between real
    world and campaign in a game?
    [...]
    I was thinking lately that esp. Traveller might have been intended to
    be used with something like that, as every jump between different
    worlds is
    exactly one week long. (allowing for players to jump into a system and
    jump out at the end of the game, safely back on their ship)

    yes, I am convinced it's just like that. Also finding a patron
    takes one week (or rather the group is allowed one roll to find a
    patron per week). Thus the referee should usually get one weeks worth
    of time to dream something up, and present the group with a nice
    patron encounter when next weeks session starts.

    As one of the persons running a game with 1:1 time in a multi-referee
    setup, I agree that there are sometimes very long breaks where you'd
    think that people would do something. The party beats the Set cultists
    and the session ends so there's no time to secure a power base and by
    the time you get back, weeks have passed. Fair or unfai?

    In these cases, I would allow the group to drop back in time. And
    continue where they left off last time. Same thing if we have to end the session in the middle of a dungeon crawl. It happens, and it shouldn't
    be disruptive to the player experience.

    In another multi-referee setup, each referee is responsible for a region
    of the setting, each region has a Discord channel and a bot keeps track
    of the current in-game date for each channel. Advance the calendar as
    you see fit, with the long term goals of both using 1:1 time if possible
    , and catching up to the channel who's furthest ahead. Now the the
    problem in AD&D is that training and travel to trainers takes more than
    a week. In some cases, finding a high level magic user means travelling
    to the magic university, the whole trip takes 29 in-game days. So next session, there is a little pressure to just advance the calendar by +29
    days. Do this once or twice and your region plays in the future of every other region and travel of player characters between regions becomes impossible, making the unique premise a problem.

    "YOU CANNOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE
    NOT KEPT!"

    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.

    I try to avoid it however as much as I can. Having a group that has
    dropped back to the past catch up, can be much more complicated then
    having characters in the future wait until campaign time catches up
    with them.

    Also a group in the past is prone to lock up larger areas of the campaign
    map, just as you describe. We can not know what will have happened
    ... gives me headaches!

    When the group is in the future it's much easier to see.

    cheers,

    lkh
    --
    Laurens Kils-H|+tten
    PGP: 487E D5A5 41A1 E9A7 07AD 4990 E34F 096D 35DE 0A86
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.misc on Mon Jun 17 19:42:06 2024
    From Newsgroup: rec.games.frp.misc

    Alex Schroeder <alex@alexschroeder.ch> wrote:
    Alex Schroeder <alex@alexschroeder.ch> wrote:

    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.

    Hm, I don't know. I'd probably vote for those characters to be out of
    the game, and start some new characters in the meantime.

    For how long *realtime* would they have to "hang around" in the future?
    Three months? I think that'd be acceptable.

    I feel the real problem is, that STRICT TIME RECORS [were] NOT KEPT ...

    Why is your area so far in the future? Why are other areas so far behind?

    If every group agreed to share a common calender then this shouldn't
    be an issue at all.

    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.

    Thus aggravating the time problem?

    ~lkh
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.dnd,rec.games.frp.misc on Mon Jun 17 19:18:51 2024
    From Newsgroup: rec.games.frp.misc

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Sun, 16 Jun 2024 12:59:10 -0000 (UTC),
    <smaug@ereborbbs.duckdns.org> wrote:

    What do you think about using a straight up 1:1 time between real world
    and campaign in a game?
    [...]

    We tried that a few times in our various campaigns. It ended up
    feeling more like a gimmick than anything that made the game feel more
    fun and playable.

    In-session, it just added unnecessary pressure both on players and the
    DM. And it didn't really make much sense, anyway, since PLAYING an
    action (announcing actions, rolling dice, etc.) take more time than
    actually doing them in game. And because a three-minute-in-game battle
    took fifteen-minutes-in-session, the players had to rush everything
    else to try to make up time.

    Ah, I think here's a misunderstanding of the concept. As far as I
    understand it, 1:1 is a concept for campaign management. In each
    individual session it's also important to keep time records, but
    things may well move in slo-mo, like a battle, or skip ahead, like
    when travelling over land.

    While I'm firmly in the 1:1 campaign time camp, thinks take whatever
    time they need in the sessions I'm running. Thus 1:1 time shouldn't
    feel disruptive but add some extra realism to a campaign. It does become crucial, when there are more then one adventuring party roaming around
    the same game world.

    For example in a game I ran this last saturday the group skipped ahead somewhat, and covered 5 days of campaign time. Right now (today) they're
    still three days in the future. That's when they're session ended. On
    their way they met another character how is taking part in the campaign
    in play by post fashion. So this character has gotten an update, about
    how he met the group, and where they wanted to go, but cannot know what
    will happen to them until they return. Which will only be on thursday this week. Lots of time for other shenaningans to happen in the meantime.

    *If* the players who played on saturday, would want to play tonight, they
    could only play other characters, because their saturday's characters
    are already in the future.

    Characters can skip to the future for significant amounts of time if
    they decide to go on some lengthy but rather unadventurous errants.
    Time to develop a new character and maybe start another story line.

    Out-session was slightly more interesting but, again, hard to keep synchronized. We'd take a break for a week from playing and the PCs
    had a week off too; cool! But then Paul would cancel and Mary had to
    go the doctor, and before you know it that next session was a month
    later... what have our characters been doing all that time?

    Real life things happen to characters, too?

    An obvious answer for that last question would be: working! GURPS
    sort of implies that characters also have a job apart from being
    adventurers.

    I feel 1:1 time done right rather helps in synchronizing multi-threaded campaigns.

    There are times when, as GM, I put pressure on the players -"You have
    five minutes to solve this puzzle!"- but those are exceptions.
    Normally there's a distinct separation between game time and real time because it's just more fun that way.

    These things *can* be fun though. I've got a ten minute hourglass I
    sometimes put on the table visibly to remind the group how turns are
    passing (of course they do know that each new turn triggers a roll
    for random encounters). It only works for realtime activities, like
    when the group is discussing or arguing in character, or as in your
    case solving a puzzle.

    Cheers,

    lkh
    --
    https://social.sdfeu.org/@lkh
    IRC: lkh on Libera.chat and others
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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Tue Jun 18 09:35:06 2024
    From Newsgroup: rec.games.frp.misc

    On 6/17/2024 7:42 PM, lkh wrote:
    Alex Schroeder <alex@alexschroeder.ch> wrote:
    Alex Schroeder <alex@alexschroeder.ch> wrote:

    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.

    Hm, I don't know. I'd probably vote for those characters to be out of
    the game, and start some new characters in the meantime.

    For how long *realtime* would they have to "hang around" in the future?
    Three months? I think that'd be acceptable.

    I feel the real problem is, that STRICT TIME RECORS [were] NOT KEPT ...

    Why is your area so far in the future? Why are other areas so far behind?

    If every group agreed to share a common calender then this shouldn't
    be an issue at all.

    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.

    Thus aggravating the time problem?


    I thought Alex' ADnD game had this whole complicated setup with the
    program that keeps tracking the time, just to get around all those
    issues? How did this all happen to go that out of whack? Is Alex just
    running that many games on that server?

    (and not enough Stonehell? :P )

    I guess one thing one could do is get people out into the planes for
    some adventures, which just happen to be on some planes with a
    completely different flow of time. Or maybe a venture into faerie. You
    come back and it turns out barely any time has passed at all.
    Or some good old time travel shenanigans.
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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Tue Jun 18 09:38:14 2024
    From Newsgroup: rec.games.frp.misc

    On 6/17/2024 7:35 PM, lkh wrote:
    Alex Schroeder <alex@alexschroeder.ch> wrote:
    In rec.games.frp.dnd smaug@ereborbbs.duckdns.org wrote:
    What do you think about using a straight up 1:1 time between real
    world and campaign in a game?
    [...]
    I was thinking lately that esp. Traveller might have been intended to
    be used with something like that, as every jump between different
    worlds is
    exactly one week long. (allowing for players to jump into a system and
    jump out at the end of the game, safely back on their ship)

    yes, I am convinced it's just like that. Also finding a patron
    takes one week (or rather the group is allowed one roll to find a
    patron per week). Thus the referee should usually get one weeks worth
    of time to dream something up, and present the group with a nice
    patron encounter when next weeks session starts.

    The idea breaks down in that way, as the adventures on a single world
    might generally take longer. Also travel in-system also might take up to
    a week just to get to the weekly world of adventure.
    But I think the 1 week travel time to another world gives the referee a
    nice framework to deal with, a marker to say: here we stop, next week is another world.

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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Tue Jun 18 09:44:39 2024
    From Newsgroup: rec.games.frp.misc

    On 6/17/2024 7:35 PM, lkh wrote:

    As one of the persons running a game with 1:1 time in a multi-referee
    setup, I agree that there are sometimes very long breaks where you'd
    think that people would do something. The party beats the Set cultists
    and the session ends so there's no time to secure a power base and by
    the time you get back, weeks have passed. Fair or unfai?

    In these cases, I would allow the group to drop back in time. And
    continue where they left off last time. Same thing if we have to end the session in the middle of a dungeon crawl. It happens, and it shouldn't
    be disruptive to the player experience.

    I think it might make more sense to see it as a rough equivalent: time
    flows about 1:1 between adventures, while on the adventures themselves
    stuff goes differently.

    In another multi-referee setup, each referee is responsible for a region
    of the setting, each region has a Discord channel and a bot keeps track
    of the current in-game date for each channel. Advance the calendar as
    you see fit, with the long term goals of both using 1:1 time if possible
    , and catching up to the channel who's furthest ahead. Now the the
    problem in AD&D is that training and travel to trainers takes more than
    a week. In some cases, finding a high level magic user means travelling
    to the magic university, the whole trip takes 29 in-game days. So next
    session, there is a little pressure to just advance the calendar by +29
    days. Do this once or twice and your region plays in the future of every
    other region and travel of player characters between regions becomes
    impossible, making the unique premise a problem.

    "YOU CANNOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE
    NOT KEPT!"


    Considering Gygax put this in capitals it's very interesting how much discussion happens regarding that particular quote.
    He was a master of making very detailed rules that just happen to need
    so much inherent knowledge of how to run a game that they can be
    interpreted in whatever way you want.

    What does "YOU CANNOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS
    ARE NOT KEPT!" actually mean?

    He was coming from a wargame background, so when talking about a
    campaign, he was actually talking about a campaign.

    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.

    I try to avoid it however as much as I can. Having a group that has
    dropped back to the past catch up, can be much more complicated then
    having characters in the future wait until campaign time catches up
    with them.

    Also a group in the past is prone to lock up larger areas of the campaign map, just as you describe. We can not know what will have happened
    ... gives me headaches!

    When the group is in the future it's much easier to see.

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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Tue Jun 18 10:04:27 2024
    From Newsgroup: rec.games.frp.misc

    On 6/17/2024 7:18 PM, lkh wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Sun, 16 Jun 2024 12:59:10 -0000 (UTC),
    <smaug@ereborbbs.duckdns.org> wrote:

    What do you think about using a straight up 1:1 time between real world
    and campaign in a game?
    [...]

    We tried that a few times in our various campaigns. It ended up
    feeling more like a gimmick than anything that made the game feel more
    fun and playable.

    In-session, it just added unnecessary pressure both on players and the
    DM. And it didn't really make much sense, anyway, since PLAYING an
    action (announcing actions, rolling dice, etc.) take more time than
    actually doing them in game. And because a three-minute-in-game battle
    took fifteen-minutes-in-session, the players had to rush everything
    else to try to make up time.

    Ah, I think here's a misunderstanding of the concept. As far as I
    understand it, 1:1 is a concept for campaign management. In each
    individual session it's also important to keep time records, but
    things may well move in slo-mo, like a battle, or skip ahead, like
    when travelling over land.

    While I'm firmly in the 1:1 campaign time camp, thinks take whatever
    time they need in the sessions I'm running. Thus 1:1 time shouldn't
    feel disruptive but add some extra realism to a campaign. It does become crucial, when there are more then one adventuring party roaming around
    the same game world.

    For example in a game I ran this last saturday the group skipped ahead somewhat, and covered 5 days of campaign time. Right now (today) they're still three days in the future. That's when they're session ended. On
    their way they met another character how is taking part in the campaign
    in play by post fashion. So this character has gotten an update, about
    how he met the group, and where they wanted to go, but cannot know what
    will happen to them until they return. Which will only be on thursday this week. Lots of time for other shenaningans to happen in the meantime.

    *If* the players who played on saturday, would want to play tonight, they could only play other characters, because their saturday's characters
    are already in the future.

    Characters can skip to the future for significant amounts of time if
    they decide to go on some lengthy but rather unadventurous errants.
    Time to develop a new character and maybe start another story line.

    Out-session was slightly more interesting but, again, hard to keep
    synchronized. We'd take a break for a week from playing and the PCs
    had a week off too; cool! But then Paul would cancel and Mary had to
    go the doctor, and before you know it that next session was a month
    later... what have our characters been doing all that time?

    Real life things happen to characters, too?

    An obvious answer for that last question would be: working! GURPS
    sort of implies that characters also have a job apart from being
    adventurers.

    I feel 1:1 time done right rather helps in synchronizing multi-threaded campaigns.


    Funnily enough Midkemia Press' (later Chaosium's) famous 1979 Cities supplement has rules for all that. It has a whole section of character catch-up tables for what happens to adventurers between their adventures.

    From the preface to that:
    "PREFACE
    The tables in the following section are the result of one night's
    inspiration and several months of play testing. The need for these
    tables became apparent in our own fantasy role-playing game, the Tome of Midkemia, when characters that had run with different Gamesmasters and
    were in different time frames wanted to run together. Normally, this
    presented no problem, but in some cases several of the characters had profoundly influenced events and couldn't be moved back in time, while
    others had investments to look over, important matters to take care of,
    etc. and couldn't be moved forward easily. As this situation became more frequent, we finally sat down to do something about it, and the City
    Catch-up Tables resulted."

    The tables themselves go into all kinds of directions: you might have
    helped an aristocrat, or maybe been accused of a crime, or joined the military, etc. pp.

    The whole section is maybe a tiny bit too complex, but it might serve as
    an inspiration for stuff adapted to other campaigns.

    There are times when, as GM, I put pressure on the players -"You have
    five minutes to solve this puzzle!"- but those are exceptions.
    Normally there's a distinct separation between game time and real time
    because it's just more fun that way.

    These things *can* be fun though. I've got a ten minute hourglass I
    sometimes put on the table visibly to remind the group how turns are
    passing (of course they do know that each new turn triggers a roll
    for random encounters). It only works for realtime activities, like
    when the group is discussing or arguing in character, or as in your
    case solving a puzzle.

    I think puzzles under time pressure are a different kind of thing. They basically take away the unlimited time element many games suffer from.
    People in general enjoy being able to strategize a lot, but I have been thinking if it might not be better to enforce a time limit for some
    critical moments in game, e.g. during combat. Why should players be
    allowed to strategize in the middle of heated combat?
    I was thinking maybe it would be best to throw some kind of time limit
    on there.
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  • From Alex Schroeder@alex@alexschroeder.ch to rec.games.frp.misc on Tue Jun 18 14:34:44 2024
    From Newsgroup: rec.games.frp.misc

    lkh <lkh@dwalin.uucp> wrote:

    I feel the real problem is, that STRICT TIME RECORS [were] NOT KEPT ...

    Why is your area so far in the future? Why are other areas so far behind?

    If every group agreed to share a common calender then this shouldn't
    be an issue at all.

    I think strict time records are kept (using a bot that keeps track of where each area is, with notes by referees about past and future events. It's
    well recorded all right, but the problem is that there aren't the same
    number of games per region. I run the most games, at the moment, and so rCo
    due to strict time record keeping and only loosely coupled calendars rCo my region ended up many weeks and months in the future. Now I'm trying to slow
    my region down but the alternative would be to convince all the other
    referees (some of them inactive at the moment) to speed up, skip ahead,
    etc. But it's their region, with their own time records being keptrCa itrCOs hard, socially.
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  • From Alex Schroeder@alex@alexschroeder.ch to rec.games.frp.misc on Tue Jun 18 14:34:44 2024
    From Newsgroup: rec.games.frp.misc

    Kyonshi <gmkeros@gmail.com> wrote:
    I thought Alex' ADnD game had this whole complicated setup with the
    program that keeps tracking the time, just to get around all those
    issues? How did this all happen to go that out of whack? Is Alex just running that many games on that server?

    (and not enough Stonehell? :P )

    Exactly true, because on that other server, at least one player proactively organizes dates. Yay Mad Moses!


    I guess one thing one could do is get people out into the planes for
    some adventures, which just happen to be on some planes with a
    completely different flow of time. Or maybe a venture into faerie. You
    come back and it turns out barely any time has passed at all.
    Or some good old time travel shenanigans.

    That would explain why the idea took hold in the first place, for sure!


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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Tue Jun 18 18:43:35 2024
    From Newsgroup: rec.games.frp.misc

    On 6/18/2024 4:34 PM, Alex Schroeder wrote:
    lkh <lkh@dwalin.uucp> wrote:

    I feel the real problem is, that STRICT TIME RECORS [were] NOT KEPT ...

    Why is your area so far in the future? Why are other areas so far behind?

    If every group agreed to share a common calender then this shouldn't
    be an issue at all.

    I think strict time records are kept (using a bot that keeps track of where each area is, with notes by referees about past and future events. It's
    well recorded all right, but the problem is that there aren't the same
    number of games per region. I run the most games, at the moment, and so rCo due to strict time record keeping and only loosely coupled calendars rCo my region ended up many weeks and months in the future. Now I'm trying to slow my region down but the alternative would be to convince all the other referees (some of them inactive at the moment) to speed up, skip ahead,
    etc. But it's their region, with their own time records being keptrCa itrCOs hard, socially.

    I guess this is a reason why there aren't many games with strict time
    records and multiple DMs. I think this is an easy problem to run into.

    So what's the solution?

    I don't know if there would be anything, besides keeping the regions
    only loosely interconnected, with a lot of ignoring the obvious dating problems.
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.misc on Tue Jun 18 10:08:17 2024
    From Newsgroup: rec.games.frp.misc

    Kyonshi <gmkeros@gmail.com> wrote:
    I guess one thing one could do is get people out into the planes for
    some adventures, which just happen to be on some planes with a
    completely different flow of time. Or maybe a venture into faerie. You
    come back and it turns out barely any time has passed at all.
    Or some good old time travel shenanigans.

    Good Sir, these are excellent suggestions!
    --
    https://social.sdfeu.org/@lkh
    IRC: lkh on Libera.chat and others
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  • From lkh@lkh@dwalin.uucp to rec.games.frp.misc on Fri Jun 21 15:53:39 2024
    From Newsgroup: rec.games.frp.misc

    Alex Schroeder <alex@alexschroeder.ch> wrote:
    lkh <lkh@dwalin.uucp> wrote:

    I feel the real problem is, that STRICT TIME RECORS [were] NOT KEPT ...

    Why is your area so far in the future? Why are other areas so far behind?

    If every group agreed to share a common calender then this shouldn't
    be an issue at all.

    I think strict time records are kept (using a bot that keeps track of where each area is, with notes by referees about past and future events. It's
    well recorded all right, but the problem is that there aren't the same
    number of games per region. I run the most games, at the moment, and so rCo due to strict time record keeping and only loosely coupled calendars rCo my region ended up many weeks and months in the future. Now I'm trying to slow my region down but the alternative would be to convince all the other referees (some of them inactive at the moment) to speed up, skip ahead,
    etc. But it's their region, with their own time records being keptrCa itrCOs hard, socially.

    Now I see the catch: "loosely coupled calendars". Keeping time records is
    just one part of the deal. Keeping the game calender in sync with real
    time is the other.

    I'm just looking at Vol. III, The Underworld and Wilderness Adventures,
    page 36:

    1 week actual time = 1 week of game time

    Note that it doesn't say actual minute = game minute, not even
    actual day = game day, as that would be silly. Going by the weeks
    and recording time passed carefully, taking days into account only
    where necessary. That should do the trick.

    As for the shared campaign. As long as player characters don't want
    to travel to a different area, it should be o.k. Also players in your
    area can easily afford to go in a time freeze in the middle of the
    dungeon at the end of a session.

    cheers,

    lkh
    --
    Laurens Kils-H|+tten
    PGP: 487E D5A5 41A1 E9A7 07AD 4990 E34F 096D 35DE 0A86
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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.misc on Sun Jun 23 20:09:23 2024
    From Newsgroup: rec.games.frp.misc

    On 6/21/2024 3:53 PM, lkh wrote:


    I'm just looking at Vol. III, The Underworld and Wilderness Adventures,
    page 36:

    1 week actual time = 1 week of game time

    Note that it doesn't say actual minute = game minute, not even
    actual day = game day, as that would be silly. Going by the weeks
    and recording time passed carefully, taking days into account only
    where necessary. That should do the trick.



    I think the fuzziness of that all is needed to make it work. Gygax just
    writes about strict time records, not have granular they have to be... :D
    --
    kyonshi - @kyonshi@dice.camp - gmkeros.wordpress.com - @kyonshi@pixelfed.de
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