The Guild
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- Joined
- Sep 13, 2022
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One element that stuck with me after first playing the introductory solo-adventure in the old D&D red box, was escaping the dungeon near sundown and having to hurry while the fading light still kept the undead at bay. Also, that I was a bit disappointed to learn the vast majority of D&D monsters don't mind the daylight at all; it always seemed a bit of missed opportunity to me.
I was reminded of this much later by the first Witcher video game, which did make heavy use of its day-night cycle. In daytime, most outdoor areas are fairly safe and people go about their business. Rest until sunset, and everyone fearfully hurries either home or to the local inn, the music quietens and turns foreboding, magic starts to work and then, the monsters come out to play. The Witcher is not the only video game to do this, of course, but I think it did so particularly well. In the vast majority of video games, the day-night cycle is just a visual effect with few hard consequences tied to it.
And so it is in our good old pen-and-paper RPGs. While players and GM track time to an extent and most settings imply differences between day and night, I think this is practically never used to anywhere near its potential.
First, let's do a quick inventorization of what we might get out of this, as well as possible drawbacks.
Advantages:
I actually can't think of much off the top of my head.
Anyone?
I was reminded of this much later by the first Witcher video game, which did make heavy use of its day-night cycle. In daytime, most outdoor areas are fairly safe and people go about their business. Rest until sunset, and everyone fearfully hurries either home or to the local inn, the music quietens and turns foreboding, magic starts to work and then, the monsters come out to play. The Witcher is not the only video game to do this, of course, but I think it did so particularly well. In the vast majority of video games, the day-night cycle is just a visual effect with few hard consequences tied to it.
And so it is in our good old pen-and-paper RPGs. While players and GM track time to an extent and most settings imply differences between day and night, I think this is practically never used to anywhere near its potential.
First, let's do a quick inventorization of what we might get out of this, as well as possible drawbacks.
Advantages:
- Mood-setting: enhances immersion by making the player characters interact differently with the daytime vs nighttime world and account for the shift from one to the other
- New tactics: the player characters can turn day-nighttime differences to their advantage for easier travel, defence and escape
- World design: the above will inform differences e.g. in the way town defences are constructed, and how close a dungeon will be tolerated to exist near civilization
- Upkeep: players and/or GM need to (more closely) track in-game time and take the daytime into account more often
- Delay: player characters can end up wasting time waiting for daybreak or nightfall, effectively ending up with short bits of unused downtime
I actually can't think of much off the top of my head.
Anyone?