Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A New Kind of Campaign (Feedback Wanted)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gizmo33" data-source="post: 3052671" data-attributes="member: 30001"><p>No need to be humble about it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I guess I haven't played anything new school. I've run plenty of 3E adventures, but I guess modules don't really assume a certain campaign management style, so I wouldn't have been aware of this.</p><p></p><p></p><p></p><p>I would think that story-based games would increase the need for campaign time management. Since rather than just sit in a room and stare at a wall, a monster would actually remember having seen and done things, and the DM would have to place that within the time-context of the various PCs that interact with the monster. Maybe story-based here means "railroady"/scripted. In that case, I can see that knowing what's going to happen before hand would alleviate the need to calculate the passing of time and determine the order of events during/after the fact. The more interest I took in the story of my campaign world, the <em>more</em> I had to keep accurate time records IME.</p><p></p><p></p><p></p><p>This is true IMC as well. PCs tend to pool their resources, so they'd be likely to choose one quest or the other, but not both. However, during downtime it's not unusual for a subset of my players to follow a side-quest. Typically the non-adventuring players just rest or whatever. Two groups simultaneously adventuring in the same milieu is amost impossible to manage at some point. When I DM two groups of characters, they're usually in different regions, or their rest-schedules accomodate each other's activity. Plus there is plenty of out-of-game meta-gaming negotiation to make it all work. Still - knowing the time frame helps manage even an individual group - knowing the season, knowing how long it's been since PCs have last been to town, etc. I think I'd feel lost without it.</p><p></p><p>Imagine that somebody's character causes a huge explosion that's visible across the world at 4pm on Wednesday. Now you have a situation where every other timeline that's advanced beyond that one is anachronistic because on 4pm Wednesday on the other time-lines, no one observed the explosion. Old-school or not, there IMO are simply limits to the versimilitude of the game that you can accomplish.</p><p></p><p>And what sense does it make for a character to spend seeming years adventuring and never age? If the game is story-based, don't the characters have children? Don't they grow up? Even in rather hack-n-slash game, a demon-lord takes so many years to reform himself in the Abyss after having his material form destroyed. You don't know when that happens if you don't know what day it is. I'm really surprised (although I don't dispute, cause I wouldn't know) that most people aren't tracking time in their games. New school PCs don't have offspring? They don't own castles and pay taxes?</p><p></p><p></p><p></p><p>I certainly could describe my campaign management in more detail if he had questions. But as another poster pointed out, there are actually many aspects to the OP besides time management. Above, I gave an outline of what my campaign log looked like. My basic advice would be to keep track of the time in all campaigns and see how it works out. I could give more details if I knew more about the characters involved and the expectations. If a certain level of accuracy is desired, then the OP might want to consider using software to track things - that's what I actually do but there are paper-based analogs to what I do too.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3052671, member: 30001"] No need to be humble about it :) I guess I haven't played anything new school. I've run plenty of 3E adventures, but I guess modules don't really assume a certain campaign management style, so I wouldn't have been aware of this. I would think that story-based games would increase the need for campaign time management. Since rather than just sit in a room and stare at a wall, a monster would actually remember having seen and done things, and the DM would have to place that within the time-context of the various PCs that interact with the monster. Maybe story-based here means "railroady"/scripted. In that case, I can see that knowing what's going to happen before hand would alleviate the need to calculate the passing of time and determine the order of events during/after the fact. The more interest I took in the story of my campaign world, the [i]more[/i] I had to keep accurate time records IME. This is true IMC as well. PCs tend to pool their resources, so they'd be likely to choose one quest or the other, but not both. However, during downtime it's not unusual for a subset of my players to follow a side-quest. Typically the non-adventuring players just rest or whatever. Two groups simultaneously adventuring in the same milieu is amost impossible to manage at some point. When I DM two groups of characters, they're usually in different regions, or their rest-schedules accomodate each other's activity. Plus there is plenty of out-of-game meta-gaming negotiation to make it all work. Still - knowing the time frame helps manage even an individual group - knowing the season, knowing how long it's been since PCs have last been to town, etc. I think I'd feel lost without it. Imagine that somebody's character causes a huge explosion that's visible across the world at 4pm on Wednesday. Now you have a situation where every other timeline that's advanced beyond that one is anachronistic because on 4pm Wednesday on the other time-lines, no one observed the explosion. Old-school or not, there IMO are simply limits to the versimilitude of the game that you can accomplish. And what sense does it make for a character to spend seeming years adventuring and never age? If the game is story-based, don't the characters have children? Don't they grow up? Even in rather hack-n-slash game, a demon-lord takes so many years to reform himself in the Abyss after having his material form destroyed. You don't know when that happens if you don't know what day it is. I'm really surprised (although I don't dispute, cause I wouldn't know) that most people aren't tracking time in their games. New school PCs don't have offspring? They don't own castles and pay taxes? I certainly could describe my campaign management in more detail if he had questions. But as another poster pointed out, there are actually many aspects to the OP besides time management. Above, I gave an outline of what my campaign log looked like. My basic advice would be to keep track of the time in all campaigns and see how it works out. I could give more details if I knew more about the characters involved and the expectations. If a certain level of accuracy is desired, then the OP might want to consider using software to track things - that's what I actually do but there are paper-based analogs to what I do too. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A New Kind of Campaign (Feedback Wanted)
Top