| Deutsch English Français Italiano |
|
<memo.20240617193921.7992K@jgd.cix.co.uk> View for Bookmarking (what is this?) Look up another Usenet article |
Path: ...!news.nobody.at!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: jgd@cix.co.uk (John Dallman) Newsgroups: rec.games.frp.misc Subject: Re: 1:1 time between campaign and real world Date: Mon, 17 Jun 2024 19:39 +0100 (BST) Organization: A noiseless patient Spider Lines: 12 Message-ID: <memo.20240617193921.7992K@jgd.cix.co.uk> References: <v4mnis$571$2@ereborbbs.duckdns.org> Reply-To: jgd@cix.co.uk Injection-Date: Mon, 17 Jun 2024 20:39:22 +0200 (CEST) Injection-Info: dont-email.me; posting-host="e2c763f80f44032aa0f3775d5b8addf9"; logging-data="928632"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+122cE/SY/k7IJhPpMiH7n74NQFfy0p8I=" Cancel-Lock: sha1:V/scENnomkFFZhds8jCHSWQxB78= X-Clacks-Overhead-header: GNU Terry Pratchett Bytes: 1367 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