Establishing an In-Game Time System
Why:
If you skip this, things get messy fast.
1. Synchronization Between Players
If one player says it’s May and another says it’s December; your world breaks. A defined in-game time system ensures everyone operates in the same “present.”
2. Fairness in Actions and Events
Time controls outcomes:
· Travel duration
· Combat pacing
· Resource production
· Cooldowns or recovery
Without it, someone can cross a continent “instantly” while another roleplays a 3-day journey.
3. Event Coordination
You can schedule:
· Attacks
· Supply convoys
· Joint stories
This adds strategy instead of chaos.
4. Preventing Time Abuse (“Time Skipping”)
Players will—intentionally or not—jump forward in time to gain advantages:
· Healing instantly
· Building instantly
· Traveling instantly
A structured time system puts limits on that.
5. Pacing the Narrative
You control how fast the world moves:
· Real-time (1:1 with real life)
· Accelerated (1 day IRL = 1 week IGL)
· Turn-based (each post = X hours)
That pacing determines whether your RP feels like a slow burn or constant action.
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What is the Date today: May 2127
A real time day = 1 week = usually during combat or disaster response
A real time week = 1 month = standard post. Sunday ends the week. So, May 10th IRL ends the month of May. May 11th starts the month of June.
Every 4 Weeks = 1 quarter and is an economic turn. We are in the middle of the second quarter of the year.
I would appreciate any comments or suggestions!