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Time in RPGs
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<blockquote data-quote="clearstream" data-source="post: 8403528" data-attributes="member: 71699"><p>Possibly labels and units of division means the same thing here. Do you mean you prefer to use the normal division of days into hours, minutes, rounds and turns? Do you use work weeks and ten-days, or normal months?</p><p></p><p>Part of what drew me to less precise, chunkier divisions is with the aim of more diurnal and seasonal progression. I find the default too precise and too finely sliced, which in part is a consequence of the normal elision of mundane action: all the stuff happening around the more intense segments that goes unnarrated. I'm bringing this into world as</p><p></p><p><strong>Morning</strong> march</p><ul> <li data-xf-list-type="ul">Dawn watch</li> <li data-xf-list-type="ul">Noon watch</li> </ul><p><strong>Evening </strong>march</p><ul> <li data-xf-list-type="ul">Afternoon watch</li> <li data-xf-list-type="ul">Dusk watch</li> </ul><p><strong>Night </strong>march</p><ul> <li data-xf-list-type="ul">Midnight watch</li> <li data-xf-list-type="ul">Grave watch</li> </ul><p>Seeing as I'm using FR, I use a slightly modified Calendar of Harptos (I make the 5 extra days part of the 30-day months, so I can just use twelve 30 day months as a year, which makes it easier to manage ten-days and downtime 5-day work-weeks). To attempt to summarise the general benefits, I can't recall a time it mattered to know in my fantasy campaign that it was 14:30 hours, but we often want to know "<em>Is it the afternoon yet?</em>" I find it satisfying that such time divisions contain things that matter in a ludonarrative sense.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8403528, member: 71699"] Possibly labels and units of division means the same thing here. Do you mean you prefer to use the normal division of days into hours, minutes, rounds and turns? Do you use work weeks and ten-days, or normal months? Part of what drew me to less precise, chunkier divisions is with the aim of more diurnal and seasonal progression. I find the default too precise and too finely sliced, which in part is a consequence of the normal elision of mundane action: all the stuff happening around the more intense segments that goes unnarrated. I'm bringing this into world as [B]Morning[/B] march [LIST] [*]Dawn watch [*]Noon watch [/LIST] [B]Evening [/B]march [LIST] [*]Afternoon watch [*]Dusk watch [/LIST] [B]Night [/B]march [LIST] [*]Midnight watch [*]Grave watch [/LIST] Seeing as I'm using FR, I use a slightly modified Calendar of Harptos (I make the 5 extra days part of the 30-day months, so I can just use twelve 30 day months as a year, which makes it easier to manage ten-days and downtime 5-day work-weeks). To attempt to summarise the general benefits, I can't recall a time it mattered to know in my fantasy campaign that it was 14:30 hours, but we often want to know "[I]Is it the afternoon yet?[/I]" I find it satisfying that such time divisions contain things that matter in a ludonarrative sense. [/QUOTE]
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