Timekeeping & Encounter Checks
It's one of my best-kept tricks for running any RPG.

Obtain 12-packs of both light and dark-colored d6s. This represents 24 hours of in-game timekeeping. Daylight starts around 6 AM and night at 6 PM. Have the players take a die and check for a random encounter when they travel, explore, or take watches; on a 1, something happens.
When to check?
Travel. Check every time the players move between hexes or move to a new area in a Dungeon.
Exploring. Moving between points of interest within a hex will trigger an encounter check. I have them check for Hot Springs City when they move between individual Districts.
Watches & Resting. Divide up the dice as equally as you can between each player, then have them roll individually in the order they take watches.
Personal Notes
- Players make more interesting choices based on how much daylight is left.
- Keeps exploration tense.
- Gives the game a sense of time in the world.
Discussion