Hey-dee-ho!
I have want to hear about how you use time in your storytelling, and how you move time along - if you want to jump a month, a year or more - in your games.
So to be clear, I'm not talking about timing within a session or of crucial events necessarily, that (sometimes, usually?) depend on player actions and choices.
Perhaps an example would be in order. So, I ran a campaign a few years back (found here ), wherein most sessions happened straight after one another, perhaps a few hours or days had gone by if they were travelling between sessions. However, at one point they found a person of note they had been looking for - or at least one of the players had been looking for. In meeting with this person, they were convinced to stay for a while for various reasons. During this time, a few months I believe, that they remained with this person and the organisation she ran. I gave the players some XP and we narrated what they did over those months, what they learned and what they did. I could of course have spent sessions running them through missions and tests, but I decided against that (after having consulted with the players). The feeling was that this was a sidetrack, and important one, but not equally interesting for everyone, and not directly tied into their quest(s) and the main plot-lines. They had already allied themselves with this organisation, yet staying a while made sense (due to events in the campaign), but we all agreed that spending several sessions on one planet, in one system, lying low and learning new stuff wasn't the best way to spend out limited game-time (remembering the fact the interest can wane for one or more players if they are not invested properly).
This type of time-jump can be convenient (and constructive and generative) for several reasons, and it gives the opportunity to tell stories over longer time-spans. These intermissions can be solved in several ways of course, one is just a simple "and time went by, screen wipe", to "here's a bunch of XP, and tell me what you did in this time", to "tell me what you did, make a skill challenge check, here's some XP".
Is this something anyone of you have done? Do regularly? If so, how do you do it?
I have this notion of playing my current campaign over two or three decades, where the players started a few months after Order 66, play around, do stuff, then at some fitting plot-point, I let them settle down or lie low, or whatever, and let a few years go by (either they spend this time together, or they spend it apart, doing "their own thing"), until they meet up again - randomly or by design - to play more, this time we're 10 years BBY, things are at its worst in the galaxy. Then, after a few more months of play (real life time, not necessarily in-game time), we have a similar "fellowship phase" (TOR) or "Live between adventures/Carousing" (Conan 2d20) event, a time-jump yet again, moving closer to Rebels or the original trilogy, and then, we jump to sometime after RotJ ... it gives us the opportunity to visit different eras of play, and create a saga of sorts.
In these time-jumps I've had the idea that players could make new characters (if they have good reasons, either as a replacement, or as a temporary character for a series of adventures in the new time-frame, before their original character returns later), or even adjust or remake their character in a new specialisation (potentially switching career entirely) if that would make sense given time that has gone by and other circumstances that the players introduce and want their characters to experience and choose to do. With the right type of players, I could also jump back in time, before the first sessions and play flash-backs, where for instance the former padawan player remakes her pathfinder/padawan survivor, into a lower XP Padawan from the Jedi career. This jump back in time though, isn't something I'm considering with my current group. Not yet at least.
It requires dedicated players, and a consistent, yet open-ended, campaign and story.
Thoughts`? Experiences?