Post by darkling on Aug 20, 2011 15:14:07 GMT -6
Hey, so I originally posted this as part of a larger question, but at kesher's advice I am going to toss it up here on its own in hopes it is of general interest.
I recently made a sci-fi RPG/skirmish game as kind of a 24 hour RPG challenge for myself. And that project got me thinking about a couple of sci-fi tropes, among them how weird it is for science fiction settings to still use our base 60, 24-hour day, 365 day year timekeeping system which is based on the apparent motion of our sun. The system makes a lot of sense to us today, but really seems suspension of disbelief breaking in other contexts.
It still holds for near future things where earth remains the center of humanity, like say Star Trek or Starship Troopers. But once you start dealing with a setting where humanity has been separated from Earth for a long time, or a setting with non-humans who developed their own system on their own planets, it begins to stretch credulity that folk go around talking about minutes, hours, and days.
To resolve this in my mind I came up with a quick & dirty standardized, SI style timekeeping system. The basic unit is the Arc. An Arc is 1,000s or 16.6 minutes.
Below the Arc are the Deci-Arc: 100s or 1.4 minutes; the Centi-Arc: 10s; and the Mili-Arc: 1s, which is often colloquially called a 'tick' or 'beat'.
Above the Arc are the Deca-Arc: 10,000s or 2.7 hours; the Hecto-Arc: 100,000s or 27.7 hours, often colloquially called a 'shift', which serves as the basis for economy and activity much like our day does; and the Kilo-Arc: 1,000,000s or 11.5 days, which serves pretty much the same purpose as our week.
Thought this would be of interest to those designing sci-fi settings, I am probably going to try to use it in my next one and see how my players adapt.
I recently made a sci-fi RPG/skirmish game as kind of a 24 hour RPG challenge for myself. And that project got me thinking about a couple of sci-fi tropes, among them how weird it is for science fiction settings to still use our base 60, 24-hour day, 365 day year timekeeping system which is based on the apparent motion of our sun. The system makes a lot of sense to us today, but really seems suspension of disbelief breaking in other contexts.
It still holds for near future things where earth remains the center of humanity, like say Star Trek or Starship Troopers. But once you start dealing with a setting where humanity has been separated from Earth for a long time, or a setting with non-humans who developed their own system on their own planets, it begins to stretch credulity that folk go around talking about minutes, hours, and days.
To resolve this in my mind I came up with a quick & dirty standardized, SI style timekeeping system. The basic unit is the Arc. An Arc is 1,000s or 16.6 minutes.
Below the Arc are the Deci-Arc: 100s or 1.4 minutes; the Centi-Arc: 10s; and the Mili-Arc: 1s, which is often colloquially called a 'tick' or 'beat'.
Above the Arc are the Deca-Arc: 10,000s or 2.7 hours; the Hecto-Arc: 100,000s or 27.7 hours, often colloquially called a 'shift', which serves as the basis for economy and activity much like our day does; and the Kilo-Arc: 1,000,000s or 11.5 days, which serves pretty much the same purpose as our week.
Thought this would be of interest to those designing sci-fi settings, I am probably going to try to use it in my next one and see how my players adapt.