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<blockquote data-quote="Bedrockgames" data-source="post: 8832209" data-attributes="member: 85555"><p>Its there in some of the older books. I do recall some tables making use of it. I have used it myself, and the main reason I would suggest doing so is if you have a campaign world where you are running different groups of players and their actions share an impact on the setting (i.e. if group A kills Strahd, Strahd is dead for group B too). This gets even more thorny if your groups of players can have an impact directly on one another. I've run these kinds of campaigns using real time, and run them not doing real time. Doing it the latter way is a book keeping nightmare because you are not just tracking details but tracking them across time too. If you simply go with real time, suddenly it is much more manageable (though going real time obviously introduces its own difficulties). It is also good for managing downtime.</p><p></p><p>Another area I've used this is in a modern horror game I've been running that is monster of the week like X Files. By doing real time, it provides a nice break between adventures and allows us to assume the characters spent a week doing stuff between the session. It also makes tracking stuff like weather easy. In addition it kind of adds a surreal element that I just like. But again, it does also present some challenges (i.e. what happens if you want to do real time, but the players are in the middle of a scenario at the end of a session and it doesn't make sense that a week could pass between the moment you ended and when you pick up next session).</p><p></p><p>Like a lot of tools and techniques, its something worth looking into and see if you can extract any value from. I would file it under one of those tools that is useful for specific needs, and so it is good to know about should the need for it arise in anything you are running. But it is probably not a good tool to get dogmatic about (say insisting that all games always use real time).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8832209, member: 85555"] Its there in some of the older books. I do recall some tables making use of it. I have used it myself, and the main reason I would suggest doing so is if you have a campaign world where you are running different groups of players and their actions share an impact on the setting (i.e. if group A kills Strahd, Strahd is dead for group B too). This gets even more thorny if your groups of players can have an impact directly on one another. I've run these kinds of campaigns using real time, and run them not doing real time. Doing it the latter way is a book keeping nightmare because you are not just tracking details but tracking them across time too. If you simply go with real time, suddenly it is much more manageable (though going real time obviously introduces its own difficulties). It is also good for managing downtime. Another area I've used this is in a modern horror game I've been running that is monster of the week like X Files. By doing real time, it provides a nice break between adventures and allows us to assume the characters spent a week doing stuff between the session. It also makes tracking stuff like weather easy. In addition it kind of adds a surreal element that I just like. But again, it does also present some challenges (i.e. what happens if you want to do real time, but the players are in the middle of a scenario at the end of a session and it doesn't make sense that a week could pass between the moment you ended and when you pick up next session). Like a lot of tools and techniques, its something worth looking into and see if you can extract any value from. I would file it under one of those tools that is useful for specific needs, and so it is good to know about should the need for it arise in anything you are running. But it is probably not a good tool to get dogmatic about (say insisting that all games always use real time). [/QUOTE]
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