Path: ...!Xl.tags.giganews.com!local-1.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Sun, 16 Jun 2024 15:11:46 +0000 From: Spalls Hurgenson Newsgroups: rec.games.frp.dnd Subject: Re: 1:1 time between campaign and real world Date: Sun, 16 Jun 2024 11:11:45 -0400 Message-ID: References: X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 44 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-lw8BKG7HighQMA6NEMNhtjW1z3LuXaEpLiiGiclEafNqG3TLDuoXncHManEbTQAlTMTqAcMck3b7JEr!1Yj4vV0h8KIGB2lBFb+jtSVQUGd8AmI+MFaYWAlY8I74MCKwTPEG807PVUN0kzYkbSODDXA= X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 3096 On Sun, 16 Jun 2024 12:59:10 -0000 (UTC), 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) 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. 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? So -whether in game or out - we over and over again break the 'real time equals game time' rule because it just didn't work. 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. YMMV, of course.