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How does Time work in SRP?

ErikFinster

Level 191
ErikFinster
ErikFinster
Omega+

In most roleplaying games, the concept of time often operates in two distinct modes:
Real-world time (OOC-time) and In-game time (IC-time).
Real-world time is responsible for governing aspects such as event scheduling, player availability, game updates, and waiting periods. In contrast, in-game time, which operates at a different pace, influences the game environment, including the opening hours of shops and institutions (like Karakura HighSchool), and specific gameplay mechanics.

In-game time in SchoolRP is heavily reliant on narrative time, a concept where time progression is dictated by the players through various means (such as p2k, f2b, skipRP, combatRP, afk, etc). While SchoolRP provides a quantified and automated time system, the experience of time for players engaged in roleplay scenarios is more fluid and subjective, greatly depending on the narrative requirements and player engagement. (For example: conversations tend to take up long stretches of IC-server-time, while they are slow and nearly sluggish compared to IRL OOC-time conversations, yet should only take seconds or a few minutes in player-to-player narrative time.)

The way time is managed in SchoolRP significantly impacts player immersion (at least from my experience). SchoolRP's in-game time is not directly aligned with real-world time due to factors like server resets and Event admin-intervention. I assume, a 1-to-1 alignment is unfeasible and even undesirable, as it would further marginalize players in different time zones or with varying schedules. (As a European Player, I'm especially tempted to stay up late and play deep into the night. This would be an even more strained experience, if we had consistently synched time on SRP.)

Generally, time in SchoolRP progresses faster than in real life,
with six real-life hours equating to 24 in-game hours, (though this is also not a consistent rule?). Important elements such as school years, exams, and seasonal events linked to real-world holidays operate on a separate schedule: tied to the OOC calendar. This disconnection also extends to aspects like ban time, recovery time, book submission intervalls, rent countdowns, Onrain posts, and jail time. (It also opens up questions for new players, like: When I spend 1 OOC week in recovery time, did I spend 4 IC weeks in the hospital, or does the OOC week translate back into IC for that period?)

For individual players, the experience of time varies.
The aging and graduation system in SchoolRP serves more as a progression tool than a strict time measure. Although initial playtime does contribute to the progression of new players towards higher grade levels, after the first few hours, time becomes more malleable. Players have the flexibility to adjust time passage to enhance drama or facilitate detailed character development.

A bigger challenge arises when players experience ludonarrative dissonance, especially when time or its passage is a crucial element of the scenario (e.g., encountering a former 11th-grade classmate who is now a College Master while you are still in 12th grade - or a chase/fight/conversation sequence where ooc time, ic time, and narrative time collide with a sunset/dawn or environmental effects like rain/snow). Reconciling these incongruities often requires collective effort from all participants. They have to maintain the 'magic circle' of the game's narrative, together. Keeping a consistent and logical sense of time that satisfies all players is not always possible. It can't be completely dictated by the game mechanics. Therefore, it relies on each player's effort and discretion to manage time in a way that supports various narrative threads and character actions (without causing confusion or breaking immersion) and to contribute to a shared and cohesive role-playing experience.

TLDR; Wibbly wobbly, timey wimey 彡໒(⊙ᴗ⊙)७彡

What is your understanding of time in SRP?
How do you deal with time in your roleplay scenes?
 
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WhisperTheFallen

Level 60
WhisperTheFallen
WhisperTheFallen
Omega+
I try and have any roleplay almost on a timeline of sort albeit a very flexible time-line and If stuff doesn't make sense in the time-line it's a filler episode though there are exceptions cause keeping everything in a line isn't always fun


[Grade-12] Ken Endo
[Bird] Yatagarasu​
 

SkiXD

Level 48
SkiXD
SkiXD
Omega+
You can do /timespeed or /timeformat in game to learn how fast the time goes by icly to learn more about it and how it works
 

A3unn1e

Level 19
A3unn1e
A3unn1e
Omega
/timespeed is a great way to learn how in-game time works! Just as an example, a school day ICly is 2 OOCly hours! Things are usually based on OOCly time when it comes to events or other things that happen server-wide :)
 

Sashabelle

Level 38
sashabelle05
sashabelle05
Notable

In most roleplaying games, the concept of time often operates in two distinct modes:
Real-world time (OOC-time) and In-game time (IC-time).
Real-world time is responsible for governing aspects such as event scheduling, player availability, game updates, and waiting periods. In contrast, in-game time, which operates at a different pace, influences the game environment, including the opening hours of shops and institutions (like Karakura HighSchool), and specific gameplay mechanics.

In-game time in SchoolRP is heavily reliant on narrative time, a concept where time progression is dictated by the players through various means (such as p2k, f2b, skipRP, combatRP, afk, etc). While SchoolRP provides a quantified and automated time system, the experience of time for players engaged in roleplay scenarios is more fluid and subjective, greatly depending on the narrative requirements and player engagement. (For example: conversations tend to take up long stretches of IC-server-time, while they are slow and nearly sluggish compared to IRL OOC-time conversations, yet should only take seconds or a few minutes in player-to-player narrative time.)

The way time is managed in SchoolRP significantly impacts player immersion (at least from my experience). SchoolRP's in-game time is not directly aligned with real-world time due to factors like server resets and Event admin-intervention. I assume, a 1-to-1 alignment is unfeasible and even undesirable, as it would further marginalize players in different time zones or with varying schedules. (As a European Player, I'm especially tempted to stay up late and play deep into the night. This would be an even more strained experience, if we had consistently synched time on SRP.)

Generally, time in SchoolRP progresses faster than in real life,
with six real-life hours equating to 24 in-game hours, (though this is also not a consistent rule?). Important elements such as school years, exams, and seasonal events linked to real-world holidays operate on a separate schedule: tied to the OOC calendar. This disconnection also extends to aspects like ban time, recovery time, book submission intervalls, rent countdowns, Onrain posts, and jail time. (It also opens up questions for new players, like: When I spend 1 OOC week in recovery time, did I spend 4 IC weeks in the hospital, or does the OOC week translate back into IC for that period?)

For individual players, the experience of time varies.
The aging and graduation system in SchoolRP serves more as a progression tool than a strict time measure. Although initial playtime does contribute to the progression of new players towards higher grade levels, after the first few hours, time becomes more malleable. Players have the flexibility to adjust time passage to enhance drama or facilitate detailed character development.

A bigger challenge arises when players experience ludonarrative dissonance, especially when time or its passage is a crucial element of the scenario (e.g., encountering a former 11th-grade classmate who is now a College Master while you are still in 12th grade - or a chase/fight/conversation sequence where ooc time, ic time, and narrative time collide with a sunset/dawn or environmental effects like rain/snow). Reconciling these incongruities often requires collective effort from all participants. They have to maintain the 'magic circle' of the game's narrative, together. Keeping a consistent and logical sense of time that satisfies all players is not always possible. It can't be completely dictated by the game mechanics. Therefore, it relies on each player's effort and discretion to manage time in a way that supports various narrative threads and character actions (without causing confusion or breaking immersion) and to contribute to a shared and cohesive role-playing experience.

TLDR; Wibbly wobbly, timey wimey 彡໒(⊙ᴗ⊙)७彡

What is your understanding of time in SRP?
How do you deal with time in your roleplay scenes?
This is something I've questioned my whole time playing SRP, to be honest. Sure, rule of thumb is time goes 4 ic seconds per 1 ooc second. But one issue I've found funny is when someone my character meets ages up into adulthood, while my character stays the same age.
in my character's POV, it could have been maybe a few months since they've seen someone. But for the other person, it could've been flippin' 7 years!

I also find this difficult because exams have been taking so long to happen and the last few exams I have not been able to participate in due to my ooc schedule. So, the past ooc year+ ( 3-4 years for one character) of roleplay events has technically only been a few months for my characters. (and, for how much has happened, that seems traumatizing to all happen in just a few months o.o)
I also find this difficult when a lot of the time I and other people sort of "Skiprp" or "assumptionrp" (assumptionrp being "Im sure theyd've hung out in this amount of time, even if we haven't roleplayed it.") hangouts and such, to avoid being like "I haven't seen you in months!!" when our ooc schedule doesn't line up for a few weeks. Instead, we can just ASSUME they have hung out in that time span. Like.. when we arent online, what do we think our characters do?! lay in their bedrooms and stare at walls?!..
Currently, with one of my characters, I'm stuck in a situation where she hasn't seen someone in roughly 4 1/2 ooc months, meaning, icly, if we were going by ooc time multiplied by 4, it would've been roughly 18 months icly since she's seen them. But, since 18 months is over a year and I haven't aged her up in this time, I generally say it's been around 11 months icly.

So, wibbly wobbly timey wimey it is. It's confusing, but there's really no way to fix that without some MAJOR updates that I couldn't even picture how they'd work, let alone them happening.
 
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ErikFinster

Level 191
ErikFinster
ErikFinster
Omega+
Thread starter
Ah, yes. It's like all of our characters in Karakura exist within this Bermuda Triangle Vortex, where time is fluid and tied to each person individually.

I think it's a common experience to meet people in 12th grade, and to see others progress from grade 8 through 12, then advance to college before you. All my stories are confined within this one school year, so I have to retroactively spread some of them out to earlier grades or compress events into shorter periods for narrative coherence. And yes, we all have to pretend that we see our roommate every day, even though we might interact with them only once or twice a week or month in an out-of-character context. That's an unavoidable and slightly awkward part of roleplaying on SRP.
 

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