Quickleaf
Legend
When long periods of time (months or seasons) are compressed into a single gaming session, how do you handle this rule-wise?
The only time I've seen this question addressed in a game was Birthright, which had various domain actions a ruler of a kingdom could take.
I realize that most people have a house rule for this, but I'm curious if anyone thinks a more in-depth system is merited. After all, the just released "Hot Pursuit" is a 40+ page guide to Chases. Perhaps a similar treatment is due for "season turns".
The concept behind "season turns" is that as the period of time PCs are together lengthens, the more likely it is that they'll want to accomplish vastly different goals. Any GM knows how hard it can be to keep a group of PCs together. Well, "season turns" allow PCs to pursue individual goals that don't affect the main plotline (unless the DM want them to).
Like rounds in a fast-paced encounter, during a season turn, a PC can take various actions, as can NPCs, and of course a few random tables would be included for events in various settings.
Examples of Season Actions:
-spycraft
-swaying public opinion
-contacts
-estate planning/building
-gaining insight into the next adventure via Knowledge, Gather Information skills and divination magics (if available)
-creating a trading company
-aggressive business
-find/tutor apprentice
-find/study with master
-break/train animal
-training for a specific encounter/against a specific opponent
-healing grievous wounds (option)
-overland travel/sea journeys
-crafting an item
-researching lore/spell
-crafting a magic item
-administration of a city/province
-adventuring (?)
Any thoughts? Examples of this already done?
The only time I've seen this question addressed in a game was Birthright, which had various domain actions a ruler of a kingdom could take.
I realize that most people have a house rule for this, but I'm curious if anyone thinks a more in-depth system is merited. After all, the just released "Hot Pursuit" is a 40+ page guide to Chases. Perhaps a similar treatment is due for "season turns".
The concept behind "season turns" is that as the period of time PCs are together lengthens, the more likely it is that they'll want to accomplish vastly different goals. Any GM knows how hard it can be to keep a group of PCs together. Well, "season turns" allow PCs to pursue individual goals that don't affect the main plotline (unless the DM want them to).
Like rounds in a fast-paced encounter, during a season turn, a PC can take various actions, as can NPCs, and of course a few random tables would be included for events in various settings.
Examples of Season Actions:
-spycraft
-swaying public opinion
-contacts
-estate planning/building
-gaining insight into the next adventure via Knowledge, Gather Information skills and divination magics (if available)
-creating a trading company
-aggressive business
-find/tutor apprentice
-find/study with master
-break/train animal
-training for a specific encounter/against a specific opponent
-healing grievous wounds (option)
-overland travel/sea journeys
-crafting an item
-researching lore/spell
-crafting a magic item
-administration of a city/province
-adventuring (?)
Any thoughts? Examples of this already done?