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<blockquote data-quote="Haltherrion" data-source="post: 5388281" data-attributes="member: 18253"><p>As other's have noted a proper answer the questions would take a lot of work, and maybe some spreadsheets <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>Answering the spirit of the question (I hope), I've never played or ref'd with a rigid schedule. We cover the interesting stuff and leave the rest off-scene. So no bodily functions, little on eating except implied as part of making a camp and so on.</p><p> </p><p>A day may be as simple as: marching order for the day, camp/shift arrangments for the night. If the day travel involves multiple different types of terrain that requires different marching orders or otherwise requires player decisions then we spend time on that as needed.</p><p> </p><p>If there are no encounters during the day or night, it goes super fast. If the party is travelling through pretty much the same terrain over multiple days, then we use the first days setup for multiple days and days can pass very quickly. This can easily happen if the party are in a large caravan that doesn't get bothered by many things or the like.</p><p> </p><p>If they are in a place with lots of different terrains, situations and the like than we spend a lot of time on the day and get more involved with the moment to moment.</p><p> </p><p>It is not so different from a book or a movie. Neither of those genres tolerate a rigid schedule for the passage of time. The author/director may pass over days or months in seconds at one point and at another take a real ten minutes of screen time for the same amount of story time. It's whatever serves the game/story needs.</p><p> </p><p>I never allocate session time to "game time" in the manner you imply. I do have guidelines for mapping session time to combat, RP, setup, dinner (that's real-live people dinner, not character dinner <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=":)" />). These aren't rigid either but I strive for some proportion. Proportion is another concept you'll find in novels and movies as well.</p><p> </p><p>Long ago I probably tended to cover more of the everyday, no matter how boring but that was when I was trying to run a fantasy world simulation. These days, my group and I are looking for entertainment. That's not to say we don't have standards of verisimilitude (we do and they are high) but in the end, there are trade-offs to be made in terms of where session time is spent and touching on the day to day minutiae is one area we ditch. Most groups probably do I imagine.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5388281, member: 18253"] As other's have noted a proper answer the questions would take a lot of work, and maybe some spreadsheets :p Answering the spirit of the question (I hope), I've never played or ref'd with a rigid schedule. We cover the interesting stuff and leave the rest off-scene. So no bodily functions, little on eating except implied as part of making a camp and so on. A day may be as simple as: marching order for the day, camp/shift arrangments for the night. If the day travel involves multiple different types of terrain that requires different marching orders or otherwise requires player decisions then we spend time on that as needed. If there are no encounters during the day or night, it goes super fast. If the party is travelling through pretty much the same terrain over multiple days, then we use the first days setup for multiple days and days can pass very quickly. This can easily happen if the party are in a large caravan that doesn't get bothered by many things or the like. If they are in a place with lots of different terrains, situations and the like than we spend a lot of time on the day and get more involved with the moment to moment. It is not so different from a book or a movie. Neither of those genres tolerate a rigid schedule for the passage of time. The author/director may pass over days or months in seconds at one point and at another take a real ten minutes of screen time for the same amount of story time. It's whatever serves the game/story needs. I never allocate session time to "game time" in the manner you imply. I do have guidelines for mapping session time to combat, RP, setup, dinner (that's real-live people dinner, not character dinner :)). These aren't rigid either but I strive for some proportion. Proportion is another concept you'll find in novels and movies as well. Long ago I probably tended to cover more of the everyday, no matter how boring but that was when I was trying to run a fantasy world simulation. These days, my group and I are looking for entertainment. That's not to say we don't have standards of verisimilitude (we do and they are high) but in the end, there are trade-offs to be made in terms of where session time is spent and touching on the day to day minutiae is one area we ditch. Most groups probably do I imagine. [/QUOTE]
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