Rules Index | GM Screen


GameMastery Guide / Creating a World / Time

The Role of Time

Source GameMastery Guide pg. 162
Time creates continuity and strings together what would otherwise be a collection of random events, dungeon crawls, and journeys. A world is much more than a vague stage for the adventurers to act upon. To bring depth to the setting, you need to look into the past and establish at least a loose framework for history. How many generations ago did people first arrive in the area? How far back does the current ruling family trace its lineage? How long ago was the port city founded? And what do all of these have in common, if anything?

Time also acts as a pacing mechanic, both during the adventures you run and when connecting them together. The use of downtime for healing, recovery, and crafting items (to say nothing of adventurers who have family or business obligations) is made more real when you know what being away from the story for that length of time means. Does a villain have time to recover his forces after the last battle, or is he still weakened? Does the war in the neighboring kingdom get worse, or do diplomats forge a peace accord? To this end, it might be useful to establish a campaign calendar that allows you to track time in-game, and that can also be filled out ahead of time with major holy days, festivals, and other time-sensitive events to give your campaign added verisimilitude and easy adventure hooks.