SCHEDULE
Our next scheduled game is at 13:00 on Saturday, June 28 at Footbridge Brewery. Downtime orders for all characters are due no later than 18:00 on June 21 (Saturday). As always, if you have questions related
to planning your characters orders, would like to execute orders for
part of the period before deciding on subsequent orders, or would like to conduct a mini-session, either in person or on
Discord/phone or email, whether as a group or one-on-one, that is also possible. All such actions, however, need to
be at least initiated, and, unless agreed otherwise, resolved by the orders deadline.
PLAYERS & CHARACTERS
We stand at 7 active and 4 dormant players. There's plenty of room for more. Everyone, please invite new players, even just to try
it out, any time.
I've updated the leader board with the results from last night's session. While there is virtually no change in the player standings, Keith McHugh (Josh L) has jumped from 12th position to 5th position in the character standings!
Below is where and when every active player's characters are. Your downtime orders should cover the period from this date through end-of-day July 5, 1479.
- Castlemaine
- Calvis Mulroney (Andy O), June 17
- Nicole Connery (Andy O), June 17
- Colm Stewart (Barry F), June 25
- Shay McFarland (Barry F), Jun 17
- Patrick Cartney (Cole W), June 25
- Finnan Fitzpatrick (Cole W), Jun 17
- Keith McHugh (Josh L), Jun 25
- Tralee
- Connor Ryan (Cole W), June 17
- Cieran Keane (Justin H), June 17
- Eoin Sweeney (John S), June 17
- Castlenoe
- Connor Hely-Hutchinson (John S), June 17
- Sean Gavan (Adam M), June 17
RULES UPDATE
About two weeks ago I solicited input from the active players about a change in time-keeping methodology. The rules are clear that campaign play operates best when, outside the game session, time passes in the game at the same rate as outside. That is, for each day that passes between sessions, one day passes in the game world as well. The rules are also clear that within the game session, time may move at a variable rate relative to the real world. Often, overland travel which takes days of game world time to accomplish can be executed in minutes at the table in session play, for example. A single round of combat, lasting one minute, might take 5 times as long to resolve in table time, however.
Where the rules are silent, is regarding what happens to time for characters sharing the game world with characters who move quickly through game world time while those characters are not in the session. To date, we have used the approach that those characters that are played in the session past the real-world clock are stuck in "time jail" until the same number of real-world days that they experienced in the game world have passed in the real world too.
Another approach which aligns with the 1:1 time-keeping rules is to advance the game clock to world clock offset. For example, if we play a game on June 1, 2025 which starts in the game world on June 1, 1479 and finishes on June 11, 1479 in the game world, then the 546 years offset between the real date and the game date is shortened by 10 days, and June 12, 1479 then equates to June 2, 2025. This is the approach we will take, effective now.
The June 17 session ended on June 25, 1479, so we have a 546 years, minus 8-days offset on the dates now. This means our next game, scheduled to be played on June 28, will start on game date July 6, 1479.
If you have questions about how this works, or foresee any possible game problems resulting from it, please let me know.
TIPS & TRICKS
Character Records
One of the most important keys to skillful play is record-keeping. There are several types of it that are all slightly different and which provide value in different ways.
Resource tracking is perhaps the most obvious example of record-keeping in the game. Keeping track of supplies such as money, torches, arrows, and the like is important to the integrity of the fiction of the game as well as the mechanics of it. The limits to what characters can carry, how fast they can move carrying it, how long they can delve into a dungeon because of what they have for light sources, and so on, also have these same values. This mundane accounting is simple and should not be particularly time-consuming. With the clever use of a spreadsheet it can be made even faster.
A slightly less obvious example, perhaps, is the character sheet itself. While resources might also be tracked on the sheet, here I'm referring to important facts about the character. Having up-to-date to-hit numbers, recognizing the different armor class cases, accurately tracking hit points, maintaining spell readiness and use records, accurate movement rate for current load, and so on should be laid out in a way that is easy to find quickly. The player should be very familiar with this layout so as to minimize real time spent finding these answers during the session. Less time looking things up means more time recovering treasure.
The least obvious example of record-keeping is character notes. Keeping track of what has happened in the game is key to planning your characters' future actions. I'm just going to say that twice. Keeping track of what has happened in the game is key to planning your characters' future actions.
These notes should include dungeon maps, dates hirelings were hired and paid, where and when recovered treasure has been hidden, what the character was doing in between the sessions in which it was played at the table and what the results of those actions were. At a minimum. Skillful players will keep this well-organized so that they can refer to that information quickly during play when it might be useful, and also when planning both in-session and between-session activities.
If you haven't organized your past notes already, don't wait until the next session to start! For each of your characters go through your old downtime orders and results emails and put that information into a timeline / log / diary, whatever you want to call it. Intersperse those with whatever you can remember or find notes about from the sessions each character participated in. Order the information by date and key it by date and location. A lot has happened to a lot of characters in the past 6 months of game time and reviewing it all this way might suggest or even reveal things about the game world, that you hadn't consciously noticed.
There's no question that this game takes work to play well. For me, this is possibly the game's most attractive feature. The game rewards study, strategic thought, teamwork, and creativity. The game punishes inattention, carelessness, and laziness most of all.