Post by PotatoJedi on Aug 18, 2019 19:54:56 GMT
I've noticed that for a few of the things, Logan, you have simply stated that they "last until the end of the season". This is a welcome change in my eyes as it's extremely difficult to keep track of time in a campaign like this. Might I suggest you continue down this path for other time-sensitive things we may be doing.
Another suggestion is that instead of an "until end of season" time restraint, you may also include a "for x number of adventures" that the player is a part of, or just "for x number of adventures/sessions, regardless of who's playing". Up to you what you would apply this to, but it would make anything that would be annoying to keep track of time-wise a lot easier.
Example: Bob decides to apply for citizenship in a new country. Bob/the NPC rolls well (if applicable) for the application and the GM tells him the next adventure he plays in (i.e. the next session they are part of) the citizenship will be done. Conversely, if Bob/the NPC had rolled poorly, the GM may say it takes 2-3 adventures/sessions of them playing for the citizenship to come through. Of course, the GM may also offer the player the option of speeding up the process in exchange for paying extra or doing certain deeds.
Example 2: Bob puts out an ad to hire security for the PCs' base. The GM says that in 2 sessions (regardless of who's playing) the ad may or may not have suitable candidates (the GM may also give a "rough estimate" as to how long it may take if they wish to be more obscure). Bob decides to tell Jimmy, another PC who is playing in 2 days, to check and see how the ad went. Alternatively, Bob may delegate the task to an NPC to hire the most suitable candidate. Bob has flashbacks of NPCs royally fucking things up but figures none of the PCs will bother to check, so Bob goes ahead and tells the NPC to hire whoever they feel is most suited. The GM then handles how that goes and probably fucks Bob in the ass.
Another suggestion is that instead of an "until end of season" time restraint, you may also include a "for x number of adventures" that the player is a part of, or just "for x number of adventures/sessions, regardless of who's playing". Up to you what you would apply this to, but it would make anything that would be annoying to keep track of time-wise a lot easier.
Example: Bob decides to apply for citizenship in a new country. Bob/the NPC rolls well (if applicable) for the application and the GM tells him the next adventure he plays in (i.e. the next session they are part of) the citizenship will be done. Conversely, if Bob/the NPC had rolled poorly, the GM may say it takes 2-3 adventures/sessions of them playing for the citizenship to come through. Of course, the GM may also offer the player the option of speeding up the process in exchange for paying extra or doing certain deeds.
Example 2: Bob puts out an ad to hire security for the PCs' base. The GM says that in 2 sessions (regardless of who's playing) the ad may or may not have suitable candidates (the GM may also give a "rough estimate" as to how long it may take if they wish to be more obscure). Bob decides to tell Jimmy, another PC who is playing in 2 days, to check and see how the ad went. Alternatively, Bob may delegate the task to an NPC to hire the most suitable candidate. Bob has flashbacks of NPCs royally fucking things up but figures none of the PCs will bother to check, so Bob goes ahead and tells the NPC to hire whoever they feel is most suited. The GM then handles how that goes and probably fucks Bob in the ass.