Keeping Track of Time
Just like in the real world, time does move in Nor’Ova. Keeping track of time is essential, not only for determining how long a status effect or skill lasts but also for determining how long you have been travelling in game-time, when the game day ends, and when your character needs to rest. It is also important story wise to know how long you have been away from a village when you return to it, and if it is night or day. Certain events in the campaign may also be dependent upon time. Keeping track of time also is a good way of ensuring that everyone has equal play time, especially should there be more than one independently acting character groups.
1. Time Progression
So exactly how does time progress in Nor’Ova? By now you would understand that an hour in real-time does not equal an hour in game-time. That would make it take forever to accomplish any real adventuring if you had to be dependent upon real-time. However game time does use common terms such as night and day, minutes, and hours.
The way and method that time progresses in Nor’Ova is completely dependent upon actions and environment. For example, ten hours pass after you complete one movement in a world map, while an hour passes when you move in a dungeon setting. Below is a listing of the various situations you will find yourself in and how time moves in those situations.
World Map: After you make one world movement, one hour has passed. Should you rest for a cycle, ten hours have passed. Chatting with other members in your party and other activities that take place on the world map can pass time as well, but that is determined by the GM.
Area Map: When in civilized areas, the GM can determine just how time passes. If the GM wishes to tie time passing to anything, he can tie it to area movement. Area movement rates if you remember are done in one hour intervals, meaning that each time you complete your area movement, one hour of game time has passed. Story interactions and other events are determined by the GM.
Battles: Every round of battle counts for 10 seconds of game time.
A day on Nor’Ova (a game day) is thirty hours long. Just like in real life a game hour is sixty minutes and a game minute is sixty seconds, however it is unlikely you will ever deal with game seconds. There are six hundred game days in one game year. The seasons are standard real life seasons; spring, summer, autumn, and winter.
A game day on Nor’Ova is broken up as follows…
0:00 Midnight, beginning of the new day.
24:00 till 4:00 is the Night Cycle. It is divided into three sub cycles called early night, midnight, and late night.
4:00 till 14:00 is the Morning Cycle. It is divided into three sub cycles called early morning, mid morning, and late morning.
15:00 is High Noon
14:00 24:00 is the Afternoon Cycle. It is divided into three sub cycles called noon, afternoon, and evening.
You can keep track of this however you like. However, you do need to make sure you are keeping track of time, even if it is only the days.
Most cultures and nations use a calendar to keep track of time. With a calendar, they group together days into weeks, weeks into months, and months into years. Civilizations do this primarily to keep track of the seasons but many civilizations use it for other purposes as well, such as marking important dates, planning holidays and festivals, and even when dealing with war.
Being that this is only the core rules, you will not find a calendar here. It is up to the campaign you are using, or your GM, to provide you with a calendar, should the GM even choose to use one. It would not be difficult to create a basic calendar, you could simply divide the days into ten-day weeks and the months into four-week months, which would give each month forty days. Doing it that way would give your game calendar fifteen months. Or you could be creative and find other ways to group the days into weeks and the weeks into months. Really, the most difficult part of making a calendar would be to determine what months fall in what season, and giving the months and days cleaver and unique names.
- Combat Rules | Advanced Combat Topics
- Combat Rules | Indirect Combat
- Combat Rules | The Defensive Round
- Combat Rules | The Active Round
- Combat Rules | The Basics of Combat
- Combat Rules | Combat
- Gameplay Rules | Exploring Dungeons and Ruins
- Gameplay Rules | Gameplay in Civilized Areas
- Gameplay Rules | Exploring the World
- Gameplay Rules | The Basics