I dig KM's 'Aspirations' idea, too.
What strikes me as important, though, with any time-as-resource schemes, is making the players aware of both the positive and negative consequences of each time-sensitive decisions. Which means, as far as I can tell, accepting a fair amount of metagaming (because the players need to know the consequences of spending their time doing X instead of Y. If they're unclear about the consequences, then there's no tension in the decision-making process).
For example, a good time-sensitive event would be: "The town of Fallcrest will fall to the National Orc Socialists if reinforcements don't arrive before Midsummer's Eve".
A less-good one would be: "The mage Quisling, who's rumored to work for the National Orc Socialists, is traveling to Fallcrest around Midsummer's Eve."
Now Quisling is probably up to no good, but how much? It's hard to quantify, and thus the mystery actually reduces the tension of any decision involving Fallcrest, because what's at stake isn't known, unlike in the first example.
It's a common problem I've seen in campaigns using event time lines. The player's were too in the dark about the effects of meeting or missing the time line events. These have to be clear (even if that means sneaking the players information their characters wouldn't necessarily have).
What strikes me as important, though, with any time-as-resource schemes, is making the players aware of both the positive and negative consequences of each time-sensitive decisions. Which means, as far as I can tell, accepting a fair amount of metagaming (because the players need to know the consequences of spending their time doing X instead of Y. If they're unclear about the consequences, then there's no tension in the decision-making process).
For example, a good time-sensitive event would be: "The town of Fallcrest will fall to the National Orc Socialists if reinforcements don't arrive before Midsummer's Eve".
A less-good one would be: "The mage Quisling, who's rumored to work for the National Orc Socialists, is traveling to Fallcrest around Midsummer's Eve."
Now Quisling is probably up to no good, but how much? It's hard to quantify, and thus the mystery actually reduces the tension of any decision involving Fallcrest, because what's at stake isn't known, unlike in the first example.
It's a common problem I've seen in campaigns using event time lines. The player's were too in the dark about the effects of meeting or missing the time line events. These have to be clear (even if that means sneaking the players information their characters wouldn't necessarily have).