30 July 2024
19 March 2023
Time Saved is Content Gained
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| Need me one of them light-up floaty things |
For some reason this week, I have been thinking about savings time. Can’t figure out why, but I’m going to enjoy the new, later sunset while I ruminate.
Daily Savings
One great way to consume more content while we play is to keep your next action queued up.
Once you discharge your action for a Round or Turn, immediately start thinking about your next one. That way when it comes around to you again, you can tell us what your figure is doing right away.
If each player does this, we can shave seconds or minutes off of each gameplay loop, and this time adds up as the night unravels.
Weekly Savings
Another good idea is for the several players to communicate during the first part of the RL week and come up with questions they want their players to have answers to when they reconvene. This gives the Ref a chance either to research or to plan what those answers are.
Obviously there will be some info each figure will seek, and many times this info will be secret. Submit these questions to the Ref separately of course.
Some of these questions will have immediate resolutions because they will be things the characters will already know (but the players and Ref may yet not know.) Some will require offscreen acts from the figures, or even a quest for the correct sage. Finally, some will form the basis of further onscreen adventures for the whole party.
16 February 2023
Installing Disease Procedures
A Mild illness lasts 1d3 weeks. It precludes adventuring and fighting in wars, but not other activities.
A Severe illness precludes all activities. It lasts 1d2 weeks and taxes the patient 50% of his Hit Points, which will then recover normally. It is followed by 1d2 weeks as Mild.
A Terminal illness lasts 1d12 days, then demands a Save vs. Poison each morning, or die. Effects of a Terminal disease are permanent until healed through magic or something similarly fantastic.
If at any time STR, or DEX reach 0, the character is in a coma at zero Hit Points.
If at any time INT or CON reach 0, the character is dead.
If at any time WIS reaches zero, the character cannot receive meaningful sensory information.
If at any time CHA reaches zero, the character has lost the ability to communicate whatsoever.
Cure Disease can fix almost any disease. A hedge wizard, witch, druid or priest may have knowledge that will help a character or even cure them. These services come at a price.
07 January 2023
Time Tracking Sheets for Your OSR Games
I've decided to hand off a lot of the responsibilities of bookkeeping to my several players. It will take some pressure off me as well as keep them immersed in the world.
So here is a time tracker sheet. It tracks the Day by hours. It tracks the hours by ten-minute Turns. If we have to go to Round time, there are plenty of ovals there at the bottom.Note the R for Rest. Note the three overnight Watch shifts. Note the rations, waterskins and pints of oil dwindling. This should be a visceral reminder that we're all on the clock.
In my game, Rounds are one minute long (more or less) rather than mere seconds. I find that one minute is granular enough to handle everything, even chase scenes. Time just doesn't have to be any more precise than that.
This chart, or one quite like it, will be quite important since time is quite important.
You can get your copy here: Time Tracker
26 December 2022
Life and Death
25 December 2022
On Time
Gary famously said that you can’t have a meaningful campaign without strict timekeeping. He had his reasons and they were good reasons: an open table with up to 50 players playing in the same campaign world, dropping in and out as their schedule permitted. He has to keep strict time to keep the events of the campaign world straight for all of them!
Even if your campaign has different pressures and challenges than his early campaigns did, you will benefit from strict timekeeping as well.
In my campaign, we observe several time periods.
The Round is one minute long. This is good for fights, chases, holding your breath, beating the clock.
The Turn is ten minutes. This is good for exploration and problem-solving, torches and wandering monsters.
The Day is good for overland travel. It measures off healing, spell recovery, and brewing a potion among other things.
The week is good for spells and spell research. In my game, there are quite a few weeks during which adventuring is quite impossible, due to festivals, harvests, wars, diseases, bad omens, terrible weather, and simply healing up. Characters can spend some of those weeks doing other things like courting maidens and writing scrolls, for instance.
The season is helpful in the same way weeks are.
The year is very important because characters age and the state of the world at large will change. Favorite NPCs will die. PCs will retire and die. Babies who were born will come of age, and become potential PCs or helpful NPCs themselves.
I keep a calendar for this reason, with regular events and chances for unusual ones. There are “blue” weeks which are good for adventuring; “yellow” weeks which are good for town events; and “red” weeks and days, where characters are all going to be indisposed.
For in-game time, once into the dungeon and out again is usually one day, but sometimes longer if the several characters camp out somewhere.
No one moves or works on Sundays, Christian or not. Exertion is forbidden across Aluvia. There are other days when activity is strictly prohibited for religious reasons as well.
I’ve tried renaming the weekdays and months. It’s unnecessarily complicated. Saying January and Tuesday is much easier on the brain and doesn’t break verisimilitude.
NEXT TIME: Character Age and Aging




