The purpose of examining time keeping methods in RPGs of the 70s and 80s is to understand what enjoyment can be had from utilization of the rules in our own games. It is demonstrably possible to use these rules to delay gratification and restrict over-indulgence. However, for multi-session games with infrequent scheduling (e.g. quarterly, annually, etc.) timekeeping rules may require more flexibility. What other considerations should be made for games with less frequent scheduling?
Good topic. Big fan of time keeping as a means of promoting emergent play, Oh and can't forget lighting. No light, your dead. No infravision/darkvision in my games, haha.
The purpose of examining time keeping methods in RPGs of the 70s and 80s is to understand what enjoyment can be had from utilization of the rules in our own games. It is demonstrably possible to use these rules to delay gratification and restrict over-indulgence. However, for multi-session games with infrequent scheduling (e.g. quarterly, annually, etc.) timekeeping rules may require more flexibility. What other considerations should be made for games with less frequent scheduling?
Good topic. Big fan of time keeping as a means of promoting emergent play, Oh and can't forget lighting. No light, your dead. No infravision/darkvision in my games, haha.