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[2.3] Time

   An important aspect in any RPG is time. It is said that Time exists so that everything does not happen all at once. In a roleplaying system, this is very true, so keeping track of the passage of time is a critical aspect of gaming.

   Time measurements are pretty much the same in the roleplaying environment as the real world. A minute is 60 seconds, an hour is 60 minutes, a day is 24 hours, and a year is 365.25 days. But in both a table-top and online system, the observance of time is a lot more mutable. Time does not pass at the same rate in a roleplaying game when compared to the "Real World". It does not even always pass at the same rate in the same game! While in a table-top game, the Game Master keeps track of how much time has passed, online games (MUSHes and MUDs) generally have an internal game clock/calendar that generally runs two to five times as fast as a real world clock. And just because the clock exists does not mean it has the final say on the length of time a situation lasts. Even though the game clock is running twice as fast as the Real World clock, some in-game actions take longer to perform because they are being typed and/or negotiated out-of-character. Combat is a good example of this. A combat round is defined as a period of 3 seconds, yet actually completing a combat round can take as long as five or ten minutes of real-world time.

   The game "round" is used consistently throughout RPS2. Its most basic definition is a period of 3 seconds. Combat is measured in rounds, and during each round is when the characters involved get to perform their actions. Outside of combat, normal time measurement, such as seconds, minutes, hours, etc., may also be used.


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