Keeper Bolog Posted February 24 Report Share Posted February 24 Hi Cultists! I have read the Keeper Rulebook but didn't notice any advice about tracking "how much stuff" the Investigators can do in a given day. And I know that CoC is all about being fast and loose with such things, exactly how you handle cash in game. But in certain instances it might be important to track time in a way. In Masks even though the PCs have a lot of time, Time is important and rituals and stuff happen on a sort of schedule. In "Ties That Bind" in Doors to Darkness there is a schedule happening with some NPCs. So that being said, how would you "time-keep" as a Keeper? I saw in the Glass Cannon Podcast playing Masks of Nyarlathothep that the Keeper told the PCs that they can basically do 2-3 significant things in a given day, depending on what they do of-course, so that made me think how I could use that "mechanic"... I think some structure about how many things the PCs can do in a day can help beginner Keepers and also offer verisimilitude to the players, since they then feel like "real investigators" having to manage their busy schedule while dealing with the bat shit crazy things that are happening. Something like: Morning - 1 "long" activity. Afternoon - 1 "long" activity. Evening - 1 "long" activity. Things like driving for a long time might reduce the thing the investigators can do in a given day, or pushing a library use roll could waste one extra "time-slot" What do you think about this? Advice appreciated ^^ 1 Quote Link to comment Share on other sites More sharing options...
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