Suppositions on Tabletop RPG Time Tracking

Since Monday’s post on time management, I’ve had four separate people ask me how keeping track of time would work in a game. This may not seem like much, but it’s probably the most universal response I’ve received to a single post. Normally I don’t even get that much feedback on a given day’s writing, and when I do, it’s pretty varied. So to have four people ask the same question is unusual, and warrants further attention. I thought I would use tonight’s post to look into time management further. Specifically, to look at how it might be applied to a Pathfinder game. I would like to make clear before hand that I’ve never actually kept track of time in a game–at least not in the ways I’m about to delve into. This post is, at best, educated speculation. If nothing else, the following will be a solid outline for what I will be attempting in the future, and I can do another follow up post with what I learn.

Before I get started, lets go over some basic definitions. As mentioned yesterday, I think the best way to scale time tracking is to use the same definitions Pathfinder establishes for movement on pages 170-172 of the Pathfinder Core Rulebook. Tactical Time is something any Pathfinder player will be familiar with. It is built on the 6-second round, and is what we use to measure the passage of time in combat, or in other severely time-critical situations. Local Time is for exploration, such as when the players are delving into a dungeon. The six second round would be far too short for this, and slow down gameplay to a ridiculous degree, so for Local Time, we will use the 10 minute turn, which can also be divided into 1 minute fragments. Overland Time can be measured in days. If the party is simply traveling from point A to point B across a great distance, breaking things down into a unit smaller than a day would be tedious. Lastly, the Hour can be useful as a unit of measure for both Local, and Overland Time, when the situation warrants it.

With our basic units of measure established, we need to know how they fit into one another, and how they eventually build into a year. This may seem somewhat silly at first, but consider: the Gregorian Calendar (the calendar most westerners use) is as confusing as the endless layers of the abyss. Largely due to the fact that it is an imprecise attempt to force a variety of natural phenomena into logical time-measurement boxes. By taking advantage of the fact that we’re playing a fantasy adventure game, we can easily redefine the way units of time fit into one another so that we can more easily keep track.

For most of the smaller measurements, it’s simpler just to keep them consistent with the real world, to avoid the need to alter game rules. Casters need to rest 8 hours to recover their spells because 8 hours is 1/3 of the standard day, so changing the standard day would upset the balance of the game. However, larger units of measure can be toyed with at will.

6 Seconds = 1 Tactical Round
10 Tactical Rounds = 1 Minute
10 Minutes = 1 Local Turn
6 Local Turns = 1 Hour
24 Hours = 1 Day
7 Days = 1 Week
5 Weeks = 1 Month (35 Days)
10 Months = 1 Year (350 days)

Keeping a week at 7 days means that the few spells which have a 1 week cooldown are not unintentionally weakened or empowered. Making each month a consistent 5 weeks means you can avoid any confusion by having a single week bridging two months. And 10 months to a year keeps the everything close enough to our reality that the players won’t feel detached. Everything is uniform, which will be helpful later on.

Now that we’ve established our definitions, lets talk about movement. A character’s speed is already listed on their character sheet for use in combat. The speed which is listed on a character sheet is the distance, in feet, which a character can cover in a 6 second round. (The “move action” in combat is treated as a hustle, rather than a walk, which is why it takes less than the full round). This means that a character with a speed of 30 can move 30 feet in a round, 300 feet in a minute, and 3000 feet per 10 minute turn. This may seem ridiculous, but consider that the average human can walk a mile in 13 minutes. A mile is 5280 feet, which actually breaks down to a little over 406 feet per minute, so Pathfinder actually underestimates our movement speed.

Wouldn’t this be easier if we were using metric?

Considering the size of most dungeons, players will likely be moving in 50-100 foot spurts, rather than moving in increments of 300 or 3000 at a time. So I think the simplest way to handle time tracking within a dungeon will be to mentally keep track of how far your players have moved. Your figure only needs to be a rough estimate. Every time the players have moved about 300 feet, make a tally mark on a piece of paper. Once you’ve got 10 tally marks, make note that a turn has past. Bear also in mind that often players will not be moving at walking speed. Sometimes they will be hustling (in which case, they can move 600ft per minute), and other times they will be tapping every cobblestone with their 10ft pole. (There is no official rule on this, so lets just say they’d be moving at 1/3rd their normal pace, at 100ft per minute).

This sounds like a huge pain, doesn’t it? I know, I’m thinking the same thing. But think of how much depth you can add to your game by having your player’s torches burn out, or having time sensitive events in your dungeons, such as secret meetings that begin 3 turns after your players enter the dungeon, and end 2 turns later. Maybe your players will find them and be able to listen in, or maybe they won’t! That’s part of the beauty of tracking time.

Overland Movement should be much simpler to track. A character with a speed of 30 can move 24 miles at walking speed in a given day. A day, in this case, being 8 hours, which is the maximum amount of time a character can travel without requiring a constitution check. This amounts to precisely four hexes, if you’re using the standard six-mile hex. If you’re not using a hex map (like me, in my current campaign, where I haven’t yet converted the world map yet) you’ll need to figure out how far 24 miles is in some other way. One thing you’ll definitely want to keep in mind is how your player’s traveling speed might be affected by obstacles such as mountainous terrain, swamps, etc. It would probably be beneficial to establish a baseline speed difference between traveling on roads and traveling through the wilderness as well. Perhaps road travelers can move and even 30 miles, or 5 hexes?

Movement isn’t the only thing which takes time. Players don’t simply walk from their home base to the dungeon any more than they walk from the dungeon entrance directly to the treasure room. There are things to explore, battles to fight, an traps to disarm. So how do we measure those in our time tracking system?

Combat is obviously going to be the most frequent interruption to movement–particularly if you’re fond of random encounters. When working with Overland Time, their interruption can be largely ignored. Unless the party faced a large number of encounters in a given day, the amount of time a battle takes should be negligible. Whilst using Local Time, however, the length of combat is much more significant. Regardless of how long combat takes, you should probably round the time up to the next minute. Gygax even recommends that “they should rest a turn [LS: 10 minutes] after every time they engage in combat or any other strenuous activities.”

Other activities can include any number of things. Dealing with a trap, discussing a strategy, negotiating with a monster, exploring a room, opening a locked door, bashing open a locked door, the list goes on. GMs will have to use their judgement on a case by case basis to determine whether an action should be considered negligible (such as glancing around a room), a minute long (such as opening a relatively simple lock, or busting down a door), or longer (negotiating a truce with a hostile creature, or thoroughly exploring a room). I would advise against trying to track increments of time smaller than a minute. Either put a tally mark down for a minute, or don’t mark anything at all. It’ll even out eventually. Chapter 4 of the Pathfinder Core Rulebook, “Skills,” notes what type of action each skill requires. This can be helpful to determine how much time you want to mark down, though your players will probably hate you if you check the action-typeevery time they make a skill check. Some GM arbitration is called for here.

The number of events which consume enough time to be counted as relevant on an overland scale are few and far between. Sleeping tops the list, followed by crafting, and perhaps a few other activities which have their time requirements listed as hours. Overland time might also be consumed by switching to local time for a significant period. For example, if a party can travel 24 miles a day, then the party might travel 12 miles, discover a village, switch to local time, spend 10 10-minute turns in the village, then continue on their way. They could still make it the full 24 miles (since that distance is traveled in 8 hours of the day), while the time they spent in the village would be rounded up to 2 hours, leaving them with 6 hours of rest before needing to sleep for 8 hours.

Tracking time in towns is tricky. As best I can tell, most GMs don’t even bother with it. However, I think there could be some real value to it if you pulled it off. Often, as a GM, one of my players will want to do something in town, while the rest are content merely to wait. This, to me, seems silly. If the player who has something they need done takes 3 hours, then what is the rest of the party really doing? Sitting at a bench next to the town gate waiting? It strikes me that if I actually turned to them and said “What would you like to do during your 1 hour turn,” that might encourage players to engage with the world around them.

Lastly, I’d like to touch on long-term time tracking, which is actually what I’ve found the most information on. The common wisdom seems to be to print out calendar sheets using whatever number of days you have in a month. Many GMs seem to simply mark days off as they pass, which would work fine. However, I think the calendar is a good opportunity to enhance your campaign record keeping. Simple notes such as meeting an important NPC, engaging in a major battle, or recovering a valuable treasure could be notated on the calendar. And, if you’re like me and want to create a living world around your players, you can make notes for things the players didn’t witness, such as the day two nations went to war, or the day your villain recovers the Big Evil Thingamaboo which will allow them to summon demonic servants. You could also use the calendar to plan future events–keeping in mind that you may need to erase them if your players avert those events from happening.

Once again, these are just my musings on how I think I’ll try to track time in my upcoming game sessions. I haven’t done it before, and I’ve found a remarkable lack of information on the Internet about how to do it well. So if any more experienced GMs out there would like to set me straight on something, please comment!

Either way, I’ll be gathering notes on my success and failure, and will revisit this topic once I have a little more experience.

Time Management

Allow me to be clear; I play modern tabletop games. Pathfinder is my game of choice, and I believe Paizo is a company with the potential to be a driving force of innovation within the gaming industry. I love rulebooks which are heavy enough to break your toe if you drop them, I love having mountains of build options for my characters, and I love a game which has functional rules for making detailed monster builds. Sure it’s a waste of time if you’re doing it for every monster in every game, but who says you need to? And no, modern rules are not perfect. I think I’ve made that clear with posts like The Problem with Feats, and Stuff Which Never Works. I’d like to see some serious revisions to the way modern game developers look at games.

I also believe in the importance of learning from history. Whether you are trying to run a nation, a classroom, or just a game table, history can be your greatest teacher. Our forebears were, believe it or not, just as smart as we are. They didn’t have all the tools we have today, which is why we sometimes forget just how clever they were. But if anything, lack of tools only made them more ingenious, until one of them was so ingenious that they made a tool so that the given task would never be quite so difficult ever again.

Now, do not mistake me: I do not look into the past with rose colored glasses, as some do. Anytime I hear someone rambling about how things were ‘better’ in the ‘old days,’ I have to roll my eyes a little.* More often than not the speaker in question is just allowing nostalgia to cloud their perceptions. However, the fact that things have, overall, improved, does not mean that our very clever forebears didn’t have amazing ideas which never reached us. And the best part about those clever people being in the past is that we can look around and see for ourselves how their ideas worked out. So even though I do consider myself a modern gamer, I frequently look to the works of Gygax, Arneson, and others who worked on games in the early days.

And in reading these early works, I’ve frequently come across the concept of time management. Specifically, that it is important to track time not only in combat, but out of it as well. It is necessary, according to Gygax, for a Dungeon Master to keep track of in-game time throughout the entire session. This is mentioned a number of time throughout the numerous iterations of D&D’s first edition, but nowhere is it more clear than in the original Dungeon Master’s Guide–universally regarded among the most authoritative works on the subject of role playing games.

TIME IN THE CAMPAIGN
“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their base of operation–be they rented chambers or battlemented strongholds. Certainly the most important time stricture pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters, and likewise number their days of game life.

One of the things stress ed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”

-Gary Gygax, Dungeon Master’s Guide

The emphasis, by the way, is not mine. That’s Gary Gygax throwing up caps, because this is that important to him.

When I first read about how important Gary considered time management, I was taken aback. On the one hand, I couldn’t understand how time management was even supposed to work. And on the other hand, I was offended by the thought that every campaign I had run in the past was not “meaningful,” simply because we didn’t keep track of time. I’ve run some damn good games in my years as a GM. Why does the fact that I’ve never even attempted to keep track of time invalidate that?

Then I took a deep breath, remembered that I pride myself on being rational, and tried to stop throwing an internal hissy fit before anyone caught me in the act.

The fact that I’ve never attempted time management before doesn’t invalidate all the good games I’ve run. They were good games, everybody had fun, and nothing will change that. The question is whether those games were good because of, independent from, or despite my lack of time management. And if I’m being honest with myself, I can think of a lot of things which would improve if I was better at tracking in-game time. And even though I can’t think of an easy way to manage in-game time, the fact of the matter is that Gygax did it, and many other game masters do it, so it must be possible. I am simply ignorant of the methodology, and that can remedied with learning.

So I did some more reading. First through Gygax’s Dungeon Master’s Guide, then through the OSRIC manual, since clarity was not always a strong point of Gary’s writing. I also refreshed myself on the movement rules as stated on pages 170-172, 192-194 of the Pathfinder Core Rulebook, since movement is one of the core elements time management affects. Pathfinder divides movement into Tactical, Local, and Overland, which I think functions as a good basis for a modern system of time management.

Tactical Time is managed in the basic units which we’re all familiar with. A tactical (or ‘combat’) round is six seconds long. In these six seconds, every combatant gets a turn. Ten rounds make a minute, sixty minutes make an hour, etc. Local Time is what you might use if you’re delving into a dungeon, or exploring a town. Taking a page from OSRIC, it seems like the best unit of time for Local Time is 10 minutes. That’s long enough that it shouldn’t significantly slow down the players as they try to get things accomplished in game time, but short enough that it shouldn’t need to be divided further for players to complete small actions. Overland Time is tricky. I’m not sure whether it should be measured in hours, or in days. I think the best solution is to use days and hours both as units of measure, depending on what the players want to do. If they’re just traveling in to a destination, days will work fine, but if they’d like to spend part of their day exploring the area they’re already at, and the rest of the day traveling, then breaking things down into hours could be helpful.

I haven’t tried this yet, so I have no idea how it will play out in a game, but the more I think about it, the more it seems like time management is actually an awesome idea. Casters will actually have to be careful with their spells if the party doesn’t want to stop to rest simply because they ran out of spells within the first few hours of the day. And if a caster does run out of spells, this could give non-caster classes a real opportunity to shine. Potion durations and non-magical hit point recovery become relevant! The players could actually be forced to make decisions based on how much time something will take, or be faced with time-sensitive goals! The very notion that I’ve never done this before begins to seem ludicrous.

I have no idea why modern games stopped emphasizing time management, and why they never developed better systems for implementing it. It seems to be the same problem I discussed a few months ago in my “Why Hex Maps Need to Come Back” post. For some reason, modern gaming developers decided to arbitrarily throw something away without coming up with a replacement for it. And us poor kids who were raised on D&D 3.5 or Pathfinder are stuck with an incomplete picture of how role playings games can best be played, until we start looking back through gaming’s history for guides.

As I stated in the opening of this post, I have a lot of faith in Paizo’s ability to be an important force for innovation in RPGs. They should start by bringing back some of these senselessly abandoned concepts.

*To clarify: this is not always the case. Occasionally people will have well reasoned arguments for why they prefer something old over something new. For example, members of the Old School Roleplaying/Renaissance community have some very solid reasons for preferring 1980s style tabletop RPGs over more modern games. Likewise, I like to think that I have some very solid reasons for feeling that recent expansions of World of Warcraft have reduced the game’s quality in many ways.