[RPG] How to judge when and how much time passes in game

dungeon-worldtime

Some moves say things like, "when resting for at least and hour or so". What is the most reasonable method to assess this?

I understand that the GM can interrupt resting with moves, but how would a GM differentiate a rest for a few moments from a rest for a few hours? Further, how do you determine day/night cycles while not in travel?

Best Answer

You have one wrong assumption. The GM cannot "interrupt with a move" in Dungeon World. The GM makes moves in response to player actions or when "everyone looks to [them]". So the players proclaiming that they rest for a few hours is enough to trigger the move.

Any moves the GM makes in response to the triggered move do not interrupt the first. If it is something that could happen without interrupting (like "Show signs of an approaching threat") then no problem, they can happen in the same time frame. If it is something that would interrupt the rest, then it happens late enough in the time period as not to matter that much.

Also, DW is not a simulation, so things like day/night cycles are irrelevant. The GM is expected to follow the players' lead. So if someone says "I go to the tavern after sunset", then time fast forwards there, unless another player wants to do something before.

But also note that things do change if the player's action triggers a move. Then the game twists in the direction as described by the move. And if the triggered move calls for a GM move (default in a 6- roll, a.k.a. miss) then and only then the GM can interrupt what's going on and throw a wrench in there.