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General Tabletop Discussion
*TTRPGs General
Keeping Track of Time (In Game)
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<blockquote data-quote="Nytmare" data-source="post: 9851038" data-attributes="member: 55178"><p>I do, and depending on the game being played I've always done it differently.</p><p></p><p>In my old D&D campaign, one wall of my game room had a running calendar taped to it where we'd basically keep a truncated journal of what had happened. <em>Inside</em> of a day though, time was just spit-balled. I had a player facing monitor as part of my DM screen, and I would adjust the top of the display to show where the sun and moons were in the sky, giving a rough gauge of where in the day we were.</p><p></p><p>Nowadays, the games I play track time more abstractly. In Blades in the Dark (and its offspring) time is tracked by Clocks, an in game measure of how soon something is about to happen. A kind of narrative ticking time-bomb. An "Alarm" 8 clock might mean that an alarm will go off in 8 segments, and those segments of the clock are crossed off by the GM in response to the players doing things.</p><p></p><p>In Torchbearer, time is tracked abstractly through "turns" but those turns aren't any kind of concrete measurement. They specifically pass when a player takes an action that results in them having to roll dice. A turn might be a single sword swing that takes a handful of seconds, or it might describe a week's worth of crawling through the Underdark.</p><p></p><p>With regards to repeating failed actions, in games like Torchbearer, failure isn't just half of a binary state. Characters who are making a roll either make the roll and succeed, or they fail the roll and the GM makes a choice between either giving them success at a cost </p><p></p><p></p><p></p><p>OR the GM can introduce a narrative twist that thwarts the character till another problem is dealt with</p><p></p><p></p><p></p><p>Or maybe</p><p></p><p></p><p></p><p>There's no such thing as trying to do something and ONLY failing. You either don't <em>completely </em>succeed, or something else happens that you have to deal with first. And if something else happens, and you deal with that problem, you don't try again. Picking that lock would either be outside of your abilities and a new solution has to be found, or now that the guards who stumbled upon you have been dealt with you complete your task uninterrupted and unlock the door.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 9851038, member: 55178"] I do, and depending on the game being played I've always done it differently. In my old D&D campaign, one wall of my game room had a running calendar taped to it where we'd basically keep a truncated journal of what had happened. [I]Inside[/I] of a day though, time was just spit-balled. I had a player facing monitor as part of my DM screen, and I would adjust the top of the display to show where the sun and moons were in the sky, giving a rough gauge of where in the day we were. Nowadays, the games I play track time more abstractly. In Blades in the Dark (and its offspring) time is tracked by Clocks, an in game measure of how soon something is about to happen. A kind of narrative ticking time-bomb. An "Alarm" 8 clock might mean that an alarm will go off in 8 segments, and those segments of the clock are crossed off by the GM in response to the players doing things. In Torchbearer, time is tracked abstractly through "turns" but those turns aren't any kind of concrete measurement. They specifically pass when a player takes an action that results in them having to roll dice. A turn might be a single sword swing that takes a handful of seconds, or it might describe a week's worth of crawling through the Underdark. With regards to repeating failed actions, in games like Torchbearer, failure isn't just half of a binary state. Characters who are making a roll either make the roll and succeed, or they fail the roll and the GM makes a choice between either giving them success at a cost OR the GM can introduce a narrative twist that thwarts the character till another problem is dealt with Or maybe There's no such thing as trying to do something and ONLY failing. You either don't [I]completely [/I]succeed, or something else happens that you have to deal with first. And if something else happens, and you deal with that problem, you don't try again. Picking that lock would either be outside of your abilities and a new solution has to be found, or now that the guards who stumbled upon you have been dealt with you complete your task uninterrupted and unlock the door. [/QUOTE]
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