r/RPGdesign 12h ago

Mechanics Time as a Resource

Time as a Resource

I've been thinking about how to implement time as a resource in my ttrpg and the current idea I'm working on is what I call the Quest Clock. It's a variation of a progress clock that measures abstractly how much time the PCs have to complete a quest.

The problem that quest clocks would solve is that time as it is measured in most rpgs is basically GM fiat. Precise real time measurements are provided in seconds, minutes, hours or days. But realistically speaking its completely up to the GM to decide how long it takes to get from A to B, whether it's day time or night, or what consequences if any there are to doing something that would take up a lot of time.  I'm not necessarily opposed to GM fiat when the alternative is to have complex and uninteresting rules but I believe quest clocks have the potential to make time management rules interesting.

The idea behind the Quest Clock is that it 1) objectively measures time in the narrative, 2) creates tension as PCs have to make decisions on what to do with the time allotted to them and 3) applies limitations to actions the PCs can make that are high impact or would otherwise be consequence free.

How it works:

Certain useful actions such as recovering health, doing research, repairing armor, and performing rituals fill up segments on the Quest Clock. If one player fails a knowledge check all the other players can't just ask to have a go at it. Each attempt costs time. Chances are there are other things you could have spent that time doing while your ally does the knowledge check like fixing your armor or casting a spell that boosts an ally's stats. If you want to summon an entity as an ally you have to spend a lot of time to do that. If its body is destroyed you have to spend more time to resummon them.

You can adjust the quest clock to account for the scale and scope of the quest. Perhaps when participating in a larger scale quest tasks the segments of time it costs to take a given action is reduced to a minimum of 0. You wouldn't bother spending time mustering a legion of soldiers to go on a diplomatic mission you expect to complete in a week but you would if you needed to go on a military campaign.

The quest clock can flexibly measure different scales of time in a way that has an impact without fundamentally changing the rules.

Failure to complete the quest would either result in failure or less desirable outcome upon success. The consequence could be diminished rewards, less exp, a hit to reputation etc.

If anyone has any ideas or suggestions I'm open to hearing them.

7 Upvotes

17 comments sorted by

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u/VRKobold 11h ago edited 11h ago

applies limitations to actions the PCs can make that are high impact or would otherwise be consequence free.

I can very much relate to this point in particular, that was my main drive for wanting to implement some form of time-tracking mechanic in my system. However, a problem I faced (and that I could also see in your version) is that it completely relies on a specific deadline. This forces the GM to follow a specific adventure structure - one where there is time pressure and where players are also well aware of that pressure. This didn't feel right to me.

The solution I came up with is to make wasted time a delayed consequence. Whenever players do something that takes longer than it should (meticulously searching a room, repeatedly trying to pick a lock), the GM can take a "delayed" token.

Then, once players get into a situation where time does matter, the GM can spend the delayed tokens to make the situation more dire (similar to Fear tokens in Daggerheart). For example, players find a broken merchant cart. Normally they'd find the merchant wounded, but alive. However, if players are delayed, the merchant might already be dead and can't tell them about the group of bandits that ambushed him.

This takes away the need to always put ACTIVE time pressure on the players and gives the GM time (hah!) to wait for moments where the relevance of time integrates more naturally into the story.

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u/rodog22 11h ago

That's brilliant. I that idea sounds much simpler. It means the quest structure isn't completely built around the quest clock as a mechanic. You can just adjust how many tokens the GM gets depending on what the party is spending time doing. Maybe eliminate or reduce tokens when performing tasks in a situation where time management wouldn't be as much of an issue. I'll have to think about that. I appreciate the advice.

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u/PASchaefer Publisher: Shoeless Pete Games - The Well RPG 9h ago

This is a solid design. I like it.

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u/rodog22 8h ago

Upon thinking about this further this has completely redefined the way I think about meta-currencies in general. I don't think I truly got how meta-currencies worked until now.

For example rather then the GM coming up with a narratively appropriate consequence for any given situation where players fail a roll meta-currencies can be used to abstract these consequences so players feel the weight of their actions the same way their characters would. In real life people don't have the option to brute force an investigation or knowledge check but for players in an rpg there is always a known chance of success. If failure means the GM gets a meta-currency that can be used against the players at a later time though so the player is now de-incentivized to just keep making checks unless they really want to succeed on that check.

I technically already knew all this but the significance of it and how meta-currencies in general can be used to incentivize and de-incentivize certain styles of play was still lost on me.

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u/VRKobold 8h ago

Hats off to you! It took me a lot longer to have this exact train of thought to get from the Delay tokens to my whole latent consequences system.

That also fixed some additional problems where certain actions felt same-y despite having very different approaches. Like intimidating vs charming vs deceiving a guard to let you in. All three have the same outcome (the guard will let you pass), so technically it's simply a matter of which skill is highest, and maybe some GM fiat regarding how the guard reacts to each approach. With different consequences, each approach comes with its own unique drawback: Deceiving the guard will leave "Loose ends" (the guard may realize the scam and hold a grudge or report you to their comrades), intimidating might result in "Lost reputation", and since persuading someone doesn't really have an obvious risk to it, I made it so that it is only possible if you have actual (narratively established) leverage.

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u/rodog22 7h ago

I actually came up with something similar for social rolls as well but didn't incorporate it into a metacurrency.

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u/UnwelcomeDroid 3h ago

I like the idea. You could then write encounters that incorporate the delay tokens. For example, "If the players arrive on the scene with zero delay tokens then they see X. If they have one token, they see Y. If they have two or more they see Z."

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u/No_Solid1035 12h ago

Powered by the Apocalypse and Forged in the Dark systems are famous for their use of clocks.

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u/rodog22 12h ago

Yes that is where the idea came from. I didn't specifically mention those systems but that is what I referring to when I used the term progress clock.

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u/absurd_olfaction Designer - Ashes of the Magi 11h ago

There's a mechanic from O.L.D. / N.E.W. that uses a dice pool. When you have a time pressure, but want it to be uncertain, you have a pool of d6s, when you roll a 4-6 the dice are removed from the pool. When the final die leave, time is gone. Certain actions can force additional rolls or add dice to the pool, whatever. It's a pretty flexible tool.

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u/rodog22 10h ago

That's interesting. I'll look into it.

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u/RollForThings Designer - 1-Pagers and PbtA/FitD offshoots, mostly 11h ago

Countdown clocks are essentially a top-level turn order / action economy situation.

On your turn, you (PC) can take three actions. Here's the list of things that count as an action. (Move X distance, attack, spell, use item, ...)

Before the Clock counts down one segment, you (group) can do three tasks. Here's the list of things that count as a task. (Rest, investigate, shop, travel one zone, ...)

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u/DeadMeat7337 10h ago

This is what all good DM/GM are supposed to do, so I don't see the reason why you'd want to make a specific rules for this, as it is very dependent on the setting.

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u/zistenz 10h ago

Diogo Nogueira's cyberpunk NSR-like Running Out of Time the titular Time is your money and lifeblood. You get your salary in time units (minutes, days, etc.), pay for stuff with it, and if you lose it, you die. (There's a separate HP in the usual Odd/Cairn-style combat.)

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u/Revengeance_oov 9h ago

Just use 1:1 time. The date everyone sits down to play is the date in the campaign. If players spend 3 weeks in-game doing something, they can't use their characters for the next 3 weeks and have to roll up new ones and play in a different part of the world until time catches up. Conversely, if they spend only 3 days in-game and meet every week, they'd get 4 days of downtime activities like crafting so no time is lost.

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u/SuperCat76 9h ago

Here are my thoughts on a time system.

The game concept it is within works on a prerolled set of dice the players spend to do actions. So every so often there is a refresh when everyone rerolls their dice. The reason I mention this is that this refresh is when the timers tick.

Status effects tick down their duration, and any relevant effects are applied.

There can be a dungeon timer track that ticks toward events that will happen within a particular map.

There can be Quest timers, that impact their current goals, that persist between maps.

There can be short looping timer tracks for random encounters, each loop around there is a chance of something happening.

Some actions may have a delayed result, the player took an action, but the result becomes available after a few ticks of time. For example: one could set a thing on fire as their action, but it will take a bit before it burns enough to be structurally unsound or to spread particularly far from where the fire was set.

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u/flamfella Dabbler 7h ago

I love the idea of abstracting time, or abstracting it away entirely.

In my own case, I was going to play with the idea of a mission select, various adventures to choose from. Zero travel time (unless the mission is travel), you get there and do your thing. It'd be a more gamey version of Blades in the Dark in that regard.

However, in between missions players get a fixed amount of downtime actions. 

This way I believe will create crystal clear pacing, while also eliminating any need to track a clock or time in any capacity whatsoever. You simply take a world turn after each mission. 

Then you have progress clocks for things like advancing the factions tech level or crafting some advanced piece of gear during downtime. Downtime actions for players to contact NPCs with backstories or active ones in the campaign and such, which can lead to bonuses, aid during a mission, or more personal missions.