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*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7568025" data-attributes="member: 29398"><p>Our term for this is "rubber time". It usually happens when a party's in town for some downtime, and instead of going day by day I'll go around the table and find out what the PCs are doing (if it's not already obvious e.g. training); and unless there's reason to worry about sequence or specifics it all just takes as long as it takes. 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; it's now Coira 32 and in theory you're ready to go. [followed by, if not already obvious] What do you do now?"</p><p></p><p>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...</p><p></p><p></p><p>The only rule I can think of that would matter, assuming no interruptions or unusual events, is daily movement rates for whatever mode of transport is being used; as that'll dictate a minimum length of time the trip will take. You're not, for example, going to walk from Vancouver to Calgary in a day (it's about 600 miles). But a quick ten-second calculation of trip distance divided by daily move rate* plus a small variable to account for delays or adverse weather and a DM - after rolling for interruptions and finding none but a weather delay - can say "OK, other than a few days stuck in the mountains due to a snowstorm it's a pretty smooth trip; it takes you about 5 weeks and you're now approaching Calgary. What next?"</p><p></p><p>* - which can come from a rule or from the DM's best guess, whichever</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7568025, member: 29398"] Our term for this is "rubber time". It usually happens when a party's in town for some downtime, and instead of going day by day I'll go around the table and find out what the PCs are doing (if it's not already obvious e.g. training); and unless there's reason to worry about sequence or specifics it all just takes as long as it takes. 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; it's now Coira 32 and in theory you're ready to go. [followed by, if not already obvious] What do you do now?" 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... The only rule I can think of that would matter, assuming no interruptions or unusual events, is daily movement rates for whatever mode of transport is being used; as that'll dictate a minimum length of time the trip will take. You're not, for example, going to walk from Vancouver to Calgary in a day (it's about 600 miles). But a quick ten-second calculation of trip distance divided by daily move rate* plus a small variable to account for delays or adverse weather and a DM - after rolling for interruptions and finding none but a weather delay - can say "OK, other than a few days stuck in the mountains due to a snowstorm it's a pretty smooth trip; it takes you about 5 weeks and you're now approaching Calgary. What next?" * - which can come from a rule or from the DM's best guess, whichever [/QUOTE]
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