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Setting up a Fantasy Calendar
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<blockquote data-quote="Lanefan" data-source="post: 4654551" data-attributes="member: 29398"><p>Ydars has some great ideas, but even those might be more complex than you need.</p><p></p><p>It's easy to design a game calendar:</p><p></p><p>Step 1 - decide what defines a month*</p><p>Step 2 - decide how many months you want each year to have</p><p>Step 3 - decide how many days each month (and thus, year) will have</p><p>Step 4 - dream up some names for these months.</p><p></p><p>* - or other suitable calendar division</p><p></p><p>In my current game, a year has exactly 360 days divided into 9 months of 40 days each, based on a combination of the two moon cycles (one is 20-day, one is 80-day). I used Tolkein's elvish names for the seasons (Hrive, Yavie, Laire, etc.) for 6 of the months and dreamed up names for the other three. For simplicity, I've made this the standard even though non-elvish cultures use different names for the months.</p><p></p><p>Disclaimer: the Tolkein names idea is not mine; I took it from my first DM, whose world had 6 60-day months that used the names as intended.</p><p></p><p>In my previous game, I dreamed the calendar up from scratch - 13 months of 28 days each for a 364-day year - and named the months according to culture. Dwarves, not associating with moons as much, invented the "week" instead - 7 days long and exactly 52 of them each year. (364, by the way, is a *very* convenient number for this sort of thing)</p><p></p><p>In my first big campaign I used real-world names for the months, but that got really confusing when looking back on things later - "is that 'August 5th' in my notes referring to the game date or the real date?" was an oft-heard grumble of mine. <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=":)" /> And it was nowhere near as flavourful; much more of a sense of fantasy is invoked by saying the game-world date is "Eolna 9" or "Lequi 15" instead of "February 6".</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4654551, member: 29398"] Ydars has some great ideas, but even those might be more complex than you need. It's easy to design a game calendar: Step 1 - decide what defines a month* Step 2 - decide how many months you want each year to have Step 3 - decide how many days each month (and thus, year) will have Step 4 - dream up some names for these months. * - or other suitable calendar division In my current game, a year has exactly 360 days divided into 9 months of 40 days each, based on a combination of the two moon cycles (one is 20-day, one is 80-day). I used Tolkein's elvish names for the seasons (Hrive, Yavie, Laire, etc.) for 6 of the months and dreamed up names for the other three. For simplicity, I've made this the standard even though non-elvish cultures use different names for the months. Disclaimer: the Tolkein names idea is not mine; I took it from my first DM, whose world had 6 60-day months that used the names as intended. In my previous game, I dreamed the calendar up from scratch - 13 months of 28 days each for a 364-day year - and named the months according to culture. Dwarves, not associating with moons as much, invented the "week" instead - 7 days long and exactly 52 of them each year. (364, by the way, is a *very* convenient number for this sort of thing) In my first big campaign I used real-world names for the months, but that got really confusing when looking back on things later - "is that 'August 5th' in my notes referring to the game date or the real date?" was an oft-heard grumble of mine. :) And it was nowhere near as flavourful; much more of a sense of fantasy is invoked by saying the game-world date is "Eolna 9" or "Lequi 15" instead of "February 6". Lanefan [/QUOTE]
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