Graveyard of Empires Time Management Rules: Difference between revisions

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(Created page with "== Time Management Rules == === Combat === # Each player will be asked for their intentions in order of Dexterity ## Managing Player decides for their NPC hirelings/henchmen...")
 
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## Group can decide how to nominate session party caller
## Group can decide how to nominate session party caller
# The caller has 1 minute to announce the party’s intentions
# The caller has 1 minute to announce the party’s intentions
## Time limit begins when DM finishes resolving previous turns actions
## Time limit begins when DM finishes resolving the previous turn's actions
### In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels)
### In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering)
 
## Failure to announce intentions in time means the turn passes without any actions being taken by the party
## Failure to announce intentions in time means the turn passes without any actions being taken by the party
## Questions to the DM count against the time limit (i.e., you can trade action for information)
## Questions to the DM count against the time limit (i.e., you can trade action for information)
=== Camp & Downtime ===
=== Camp & Downtime ===
# Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc.
# Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc.
# Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game
# Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game
# Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game
# Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game

Revision as of 10:02, 28 June 2020

Time Management Rules

Combat

  1. Each player will be asked for their intentions in order of Dexterity
    1. Managing Player decides for their NPC hirelings/henchmen (subject to DM approval)
    2. DM chooses for all other NPCs
  2. Each player has 10 seconds to announce their action when called
    1. Time limit begins when DM calls on player
    2. Failure to announce an action in time means character defaults to skipping turn
    3. Questions to DM count against the time limit (i.e., you can trade action for information)

Exploration

  1. Players can debate actions, but official intentions are announced by party caller
    1. Group can decide how to nominate session party caller
  2. The caller has 1 minute to announce the party’s intentions
    1. Time limit begins when DM finishes resolving the previous turn's actions
      1. In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels)
      2. In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering)
    1. Failure to announce intentions in time means the turn passes without any actions being taken by the party
    2. Questions to the DM count against the time limit (i.e., you can trade action for information)

Camp & Downtime

  1. Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc.
  2. Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game
  3. Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game