Agreed on all three points: that most systems don't talk about it; that Gygax obsesses about it; and that Traveller's system is state-of-the-art for the period (and frankly, remains state-of-the-art for any game that is going to track time in "real life" rather than dramatic units).I disagree, the majority of systems IME don't even really talk about time. Gygax obsessed about it, but even 2e drops a lot of the mechanical baggage that 1e has around time.
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Traveler, IMHO, simply calls all time periods "1 week" in strategic play because Marc Miller wanted an 'Age of Sail' feel to his Fifth Imperium. As such jumps take a week, and he simply set all other activities to that time period. It makes play simple, Alan, Beth, and Carl take the Beowulf to Extremis while Eddie and Darla remain on Durant and spend the week looking for a patron. The GM can move both timelines forward, each group gets to make one check/decision/deal with one situation. Beowulf jumps back to Extremis, the rest of the party shops for the equipment needed to carry out the mission assigned by the patron, and play can continue both plausibly and in a dramatically satisfying way. At the time when Traveler was written this was basically a state-of-the-art playing methodology. It sure beat Gygax's 'track every minute for every character'.
Good point. Which in my mind just reinforces the point I was making, that an action declaration we look for sect members at the teahouse doesn't generally bring with it any particular assumption about how long is spent on the endeavour, and certainly doesn't imply a quick look for 10 minutes then heading off elsewhere.even D&D has structures in which this is NOT the assumption. To whit look at the 1e henchman acquisition rules, which allow the PCs to declare (and pay for) specific activities which are then assumed to play out over a period of time during which they are repeated (IE the PCs go to every bar and dive in the town and post messages or something similar for a week).
To me, at least, this connects to [MENTION=5142]Aldarc[/MENTION]'s recent post about system assumptions and the like: what we see in a lot of late-70s/early-to-mid-80s games is a "cargo cult"-like emulation of certain features of D&D without serious consideration of why one would emulate them. So eg we get healing times in games like CoC, RM, etc which ultimately are mere colour in play, because the passing of time has no cost except insofar as the GM decides otherwise. (RQ is an exception, because time not spent healing can be spent training; and BW builds fairly extensively on this idea, further adding in a systematic living cost/maintenance system.)However, most other games, at that time or others, really didn't talk about time.
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This is a pretty common pattern for games in this time period. They may note some few specific situations where a time cost exists, but there isn't really a coherent concept in these games of time as a structured resource or some explicit way to manage it or use it dramatically (drama is rarely mentioned in these early games). It is generally just assumed that time is the purview of the GM and may come into play in whatever way he sees fit.
There are so many assumptions here, from the distinction between "downtime" and "in the field", to the method used to manage separate groups.Our term for this is "rubber time". It usually happens when a party's in town for some downtime
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But in the field time is very important even when the mission itself isn't time-sensitive: spell or effect durations, resource consumption, time taken to recover from injury - all of these and a bunch of other things need to be somewhat carefully tracked. Never mind tracking a split party so I know who is where when.
For instance:
I'll work out how long the longest action will take, and once all the downtime stuff is figured out and resolved I'll say something like "Right. You've spent a month in town and all of you are now finished whatever you were doing
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