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General Tabletop Discussion
*TTRPGs General
Keeping Track of Time (In Game)
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<blockquote data-quote="aco175" data-source="post: 9850541" data-attributes="member: 27385"><p>Time hardly comes up in the games out of combat. Last weeks adventure was the start of a new arc and I jumped things from late fall to spring and nobody cared. We talked a little about new followers and their bastion, but the players do not seem to care about this part much. </p><p></p><p>Then part of the adventure went into the feywild and the time jumped several hours confusing one player. They thought the babies were stolen only an hour before, but when they arrived on the other side of the portal it had jumped several hours. One player figured time works differently there.</p><p></p><p>In combat I might pull out a die and place it by the initiative tracker I use. This lets everyone know something is happening and they all act faster. There was an encounter under a lake in a room where golems activated and it they were holding up the ceiling to keep the water out as part of the trap. When they activated, it cracked the ceiling and stated to let in water. Each round I turned the die and explained ho water was coming in faster and then it was difficult terrain, and finally it broke. By that time though the players knew to avoid the golems and focus in the item and leaving. </p><p></p><p>I do not really worry about spells and powers thinking they last only one encounter. We did have a time where the barbarian wanted to quickly go through rooms while raging to keep it still active, but I tend to have things expire if they want to search or something.</p></blockquote><p></p>
[QUOTE="aco175, post: 9850541, member: 27385"] Time hardly comes up in the games out of combat. Last weeks adventure was the start of a new arc and I jumped things from late fall to spring and nobody cared. We talked a little about new followers and their bastion, but the players do not seem to care about this part much. Then part of the adventure went into the feywild and the time jumped several hours confusing one player. They thought the babies were stolen only an hour before, but when they arrived on the other side of the portal it had jumped several hours. One player figured time works differently there. In combat I might pull out a die and place it by the initiative tracker I use. This lets everyone know something is happening and they all act faster. There was an encounter under a lake in a room where golems activated and it they were holding up the ceiling to keep the water out as part of the trap. When they activated, it cracked the ceiling and stated to let in water. Each round I turned the die and explained ho water was coming in faster and then it was difficult terrain, and finally it broke. By that time though the players knew to avoid the golems and focus in the item and leaving. I do not really worry about spells and powers thinking they last only one encounter. We did have a time where the barbarian wanted to quickly go through rooms while raging to keep it still active, but I tend to have things expire if they want to search or something. [/QUOTE]
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