Time is an important concept of
everyday life and a powerful tool in the hands of the Dungeon Master.
However, it is a difficult thing to get right. The amount of time to
accomplish tasks as well as the actions that the world takes as time
passes are extremely important elements that I wish to discuss. This
will also partially intersect with my previous article about the world, but there are quite a few things I wasn't able to discuss
in that article because of the scope. The main goal will be to
inspire thinking on this topic and how it can be used to make unique
and exciting campaigns and situations.
Party Resources
The
resources available to the party are dependent on the amount of time
the party members can spear to gain resources. It may be as small as
taking a short rest in D&D 5th
edition or as large as going on a multiple year long journey to
obtain magic sword number 5 in order to be able to challenge the big
bad (alright, that is a bit
cliche but still). However,
doing so will naturally affect the difficulty for the party to
accomplish their task. If the party can rest after tackling a room
with no penalty, it may prove too easy if the dungeon was designed to
be tackled all at once (it would be just fine if the intent was to go
extremely slowly and one room at a time).
There are a few
ways that time could play a role. If the players wait around in the
dungeon, maybe some monsters will stumble upon them (our good old
friend the wandering monster table provides) and prevent their rest.
The passage of time has an effect on the world in this case. However,
there may be cases where this doesn't make sense such as
unintelligent undead not wandering past the rooms they were
instructor to stand and guard (giving the players access to more
rest). Time could still be an important factor because of external
factors such as deadlines or competitors (bad guys could be getting
stronger while the players sleep). There could also be cases where
you reward caution or simply use the passage of time to bring the
world to life (looters get into the dungeon while the players are
resting in their camp, clear a couple rooms but then die).
Obstacles
Players will end
up losing time when confronted by an enemy army (army battles take
time), an overfull river or a thick slab of stone. It's only natural
for obstacles to take time away from the players as they overcome
them. In such cases it becomes necessary to consider what could
happen in that amount of time that the players are occupied. It could
be nothing but the consideration needs to be made.
Take for example
the situation where after going through a portion of the dungeon, the
players hit a solid wall of stone. Picking their way through will
take time, if they have the tools and possibly tire them out (you
might not have them roll for fatigue after just one such stone wall).
If they don't have the right tools to do so, it will take even more
time for them to go back to a town and buy supplies (this may not
necessarily be the case if it was a passage filled in with rubble
instead).
Bring the World to Life
The passage of
time can be used as a central point of a campaign (for players who
have very long lifetimes and are combating other beings with
lifetimes just as long) but it can also be used in order to make the
world feel alive. It is very easy to get into a situation in a tabletop role-playing game where the only actions take place in a small
radius around the party (this may be even desirable for some
grounds). However, it is just as valid to have the entire world
moving along as the players work.
Let's use the
situation of a big battle as a case study. Right after the battle
takes place it will leave an area filled with bodies and equipment.
Stories may be told back in the cities the players visit. If the
players pass by the same area a few days later and see large grounds
of scavengers (grave robbers and carrion eaters alike), it starts to
make the world seem like it actually functions. They may come across
the same area months later and see necromancers using it as a source
of materials for their work, now that the area has become safer. All
of this starts to create a story for this tiny area and makes the
event all the more meaningful to the players (especially if they are
responsible).
Conclusion
The concept of
time is a generally interesting concept and it remains so in tabletop role-playing games. It allows the creation of many situations and
the exploration of many ideas while in play. I cannot hope to cover
every idea or way to do so, but I hope that at the very least this
serves as a starting point and inspiration. As always, feel free to
comment.
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