|
Post by Finarvyn on Jul 9, 2007 6:13:04 GMT -6
This is a split-off from the "There and back again" thread: My crew has spent exactly one night inside the dungeon, and that was because they were depleted, badly wounded, and cut off from escape. Otherwise, during the entire course of the campaign (almost 11 months now, down onto level 7), they have retreated after each delve, resting up and gaining XP from their loot either in their semi-permanent camp or in the nearby town. This made me wonder: how carefully to you track time in the dungeon? I mean, I can see a simple rule of "one expedition equals one day" to measure time. I can also see having a time sheet and marking off each 10' explored, each room searched, each combat round fought. In general I tend to be a minimalist. I don't bother with encumbrance, don't count XP, don't track time carefully unless it's a key element to the adventure. How do others handle time in the dungeon?
|
|
serendipity
Level 4 Theurgist
Member #00-00-02
Bunny Master
Posts: 140
|
Post by serendipity on Jul 9, 2007 6:52:06 GMT -6
I can't comment about regular dungeons, but I can say in B&B I figure how fast and how far bunnies typically travel and make the sun move accordingly. Of course, in that game I have lots of other time cues, since bunnies are either losing or gaining energy points every ten game minutes (as they either eat or do something) and random encounters occur once every hour. When it seems like we've accomplished a good deal, I like having the day come to a close just to keep a good ebb and flow to play.
|
|
|
Post by crimhthanthegreat on Jul 11, 2007 21:00:31 GMT -6
I don't track the time really close, but I do mark the passing of time with little throwaway comments as the game progresses. I will comment on things like thirst and hunger, fatigue and sleepiness and a lot of other physical cues of the passing of time.
|
|
WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
Posts: 138
|
Post by WSmith on Jul 12, 2007 6:44:39 GMT -6
I don't track the time really close, but I do mark the passing of time with little throwaway comments as the game progresses. I will comment on things like thirst and hunger, fatigue and sleepiness and a lot of other physical cues of the passing of time. Comments like... (Wizard needs food bad) (Your life force is running out) (Valkrye is about to die) Just kidding.... That sounds like a good way to do it. I used to use some kind of crazy clock sheet and mark off turns. I absolutely HATED it.
|
|
|
Post by crimhthanthegreat on Jul 12, 2007 7:00:42 GMT -6
Comments like... (Wizard needs food bad) (Your life force is running out) (Valkrye is about to die) These are what you say when players have ignored all the previous hints you have given them. ;D
|
|
|
Post by evreaux on Jul 17, 2007 12:38:07 GMT -6
This made me wonder: how carefully to you track time in the dungeon? Somewhat carefully. I don't get ridiculous or stress over minor inaccuracies, but I do tick off hash marks for turns spent moving, exploring, or fighting, adding in extra ones for resting (as opposed to making the players, you know, roleplay it or something), and remind the party when their torch or lantern begins to flicker.
|
|
|
Post by crimhthanthegreat on Jul 17, 2007 20:03:34 GMT -6
Evreaux , as an aside, would you mind if we copied and posted your megadungeon info on DF here?
Suggested thread title "Everaux's Megadungeon Mapping Tips" or something of the sort.
|
|
|
Post by evreaux on Jul 18, 2007 13:36:25 GMT -6
I created a new thread with links to all of the discussions I could think of. There is really way more information than would be practical to copy and paste.
And while I'm flattered at your suggested title, my own contributions to these conversations were a few drops in the bucket. I'm still relatively new to this style of gaming, and would hate to take credit for other people's suggestions. . . especially when I benefited from those suggestions in making my own dungeon! ;-)
|
|
|
Post by foster1941 on Jul 18, 2007 14:32:48 GMT -6
The requirement to spend 1 out of every 6 turns resting (i.e. not moving) would seem to make time-tracking in the dungeon very important for players and refs alike -- you want to be in a room (preferably with a spiked-shut door) when that mandatory rest period comes up, otherwise (if you're stuck resting in a hallway or open chamber) you'll be easy prey for whatever wandering monsters might happen to come wandering along...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 23, 2007 8:56:44 GMT -6
*I figured I rustle up this thread for everyone.* Myself, I don't really keep track of it too much. What usually happens is one of the players will invariably ask "How long have we been down here", & I'll just wing it--I use their light source as a gauge, too. I guess I'm also a minimalist. I've never calculated encumbrance; I just use a "common-sense" method for that. When I used to run a Dragonlance campaign, I'd keep track of the waxing/waning of the moons; what a pain in the butt that was!
|
|
|
Post by ffilz on Dec 23, 2007 20:25:07 GMT -6
For mega-dungeon play, I see time tracking as important, because wandering encounters actually have relvance for that style of play. Do we have to be perfect? No. I like Foster's point about strategizing where the rest period occurs.
Of course any excuse to throw in comments like "the wizard needs food bad" are good...
Frank
|
|
|
Post by dicebro on Jan 13, 2022 14:48:55 GMT -6
how carefully to you track time in the dungeon? I mean, I can see a simple rule of "one expedition equals one day" to measure time. I can also see having a time sheet and marking off each 10' explored, each room searched, each combat round fought. In general I tend to be a minimalist. I don't bother with encumbrance, don't count XP, don't track time carefully unless it's a key element to the adventure. How do others handle time in the dungeon? Time speeds up and slows down in my games. 1 expedition into the underworld usually equals 1 day with 6 days of preparation beforehand. I use 2 days of rest in town to recover a hit point. Magic spells may vary from the book. I don’t count squares or mark turns. Tried that but it hurts my brain. I just kind of eyeball it and announce how much time has passed at the end of the session. For XP I usually do 100 per hit die of creatures defeated in combat added to the value of loot traded in town for actual gp. then I divide it to be as fair as possible. If you get 2 characters killed, retired, or MIA during the game and had one make it back alive, then that survivor gets 1/3 share of the xp.
|
|
|
Post by howandwhy99 on Jan 13, 2022 21:07:08 GMT -6
Time and location are tracked the entire campaign. Same for monsters and treasure and dungeons.
|
|
ThrorII
Level 4 Theurgist
Posts: 111
|
Post by ThrorII on Jan 14, 2022 15:06:42 GMT -6
Since OD&D and BX require it, I track turns: 1 turn of rest in 6 turns of exploration and a new torch every 6 turns. As I am already tracking hours (6 turns), it is nothing to add up how many hours they are in the dungeon.
|
|