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*TTRPGs General
Game Calendar. Do you have one?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 2410269" data-attributes="member: 32740"><p>I used to make individualized game world calendars or use the "official" calender from some published world but found them to be consistently unneeded and ignored. The only one who cared what the name of the week was or the name of the month or how many fleegs it would be before the next glorfule was me. Players didn't need to know anything more than that it had been 10 days since they left town, that they had 2 weeks worth of rations left, or that it was 71 years ago that the last King of the Granite Throne had ruled. They don't need to know how or why the moon synchronizes with the calendar, only if the moon is full or not.</p><p> </p><p>It comes down to the fact that it's simply easier to use something very close to the Gregorian calendar because the players are familiar with it, it's easy to track events on it, etc. The benefits of fitting in an exotic custom calendar in reinforcing the uniqueness of the world are simply outweighed (IMO anyway) by the difficulties and annoyances that go along with tracking an unfamiliar time keeping system.</p><p> </p><p>The calendar I use now is a simplified/modified version of the Gregorian calendar that has 364 days, 31 days in Jan, Apr, Jul, and Oct with the rest having 30 days. It allows 7-day weeks and 28 day lunar cycles, starts on Sunday, ends on Saturday, and so forth. While not overly conducive to random generation I find that random generation on a calendar is never needed. For my purposes it's simply a tool for marking the regular passing of time after the campaign begins.</p><p> </p><p>Mind you, if players ever expressed an interest in the game world having an individual calendar I've hot a half dozen varieties ready to go and could easily make a half dozen more in a few minutes.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 2410269, member: 32740"] I used to make individualized game world calendars or use the "official" calender from some published world but found them to be consistently unneeded and ignored. The only one who cared what the name of the week was or the name of the month or how many fleegs it would be before the next glorfule was me. Players didn't need to know anything more than that it had been 10 days since they left town, that they had 2 weeks worth of rations left, or that it was 71 years ago that the last King of the Granite Throne had ruled. They don't need to know how or why the moon synchronizes with the calendar, only if the moon is full or not. It comes down to the fact that it's simply easier to use something very close to the Gregorian calendar because the players are familiar with it, it's easy to track events on it, etc. The benefits of fitting in an exotic custom calendar in reinforcing the uniqueness of the world are simply outweighed (IMO anyway) by the difficulties and annoyances that go along with tracking an unfamiliar time keeping system. The calendar I use now is a simplified/modified version of the Gregorian calendar that has 364 days, 31 days in Jan, Apr, Jul, and Oct with the rest having 30 days. It allows 7-day weeks and 28 day lunar cycles, starts on Sunday, ends on Saturday, and so forth. While not overly conducive to random generation I find that random generation on a calendar is never needed. For my purposes it's simply a tool for marking the regular passing of time after the campaign begins. Mind you, if players ever expressed an interest in the game world having an individual calendar I've hot a half dozen varieties ready to go and could easily make a half dozen more in a few minutes. [/QUOTE]
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