• 1:1 time between campaign and real world

    From smaug@ereborbbs.duckdns.org@21:1/5 to All on Sun Jun 16 12:59:10 2024
    XPost: 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 lkh@21:1/5 to Spalls Hurgenson on Mon Jun 17 19:18:51 2024
    XPost: 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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