el-remmen
Moderator Emeritus
I have always tracked hourly time ad hoc. I judge based on PC activities and/or travel and warn players if something they are considering doing will take a significant amount of time - like "Digging through that earthen wall is possible, but would take three or four people with shovels working at if for five or six hours to make a hole big enough for folks to go through one at a time."
I do keep a detailed calendar of all events and travel times, during which I might narrate several days of travel at a time or slow things down if there are features or events that might draw their attention and they can decide if they want to investigate or move on (if it is in their power to choose).
I have been working on a "random encounter" system for traveling but have only implemented it loosely as I test it out. But I feel like it amps up the tension when players are rolling for possible encounters without exactly knowing what they are rolling for.
I do keep a detailed calendar of all events and travel times, during which I might narrate several days of travel at a time or slow things down if there are features or events that might draw their attention and they can decide if they want to investigate or move on (if it is in their power to choose).
I have been working on a "random encounter" system for traveling but have only implemented it loosely as I test it out. But I feel like it amps up the tension when players are rolling for possible encounters without exactly knowing what they are rolling for.