Longer Timescales For Leisurely Roleplay
Seven-Part Pact is played using a framework….
At the start of each in-game month, every player decides how they plan to Spend Time that month. You have 4 tokens, one for each week (roughly). You can place these tokens on various people, places, and tasks. Place one on your Sanctum to spend time there, maybe change something about it. Place one on a Companion to spend time hanging out with them. Place one on the Grimoire to spend a week casting a spell slowly, patiently, carefully. Place one on your Domain to attend to your Wizardly duties (e.g. managing the wilds or advising the king or looking into the Dreaming or whatever it is you do). Etc. etc., many ways a Wizard can spend their time.
These represent the major stuff. The primary task you plan to focus on that week, the activity that’ll receive most of your attention and effort. It’s simply assumed that your character is still otherwise, y’know, living their normal day-to-day life and attending to mundane affairs….
Once everyone’s placed their tokens, we begin resolving the next month of activities. Going around the table, one at a time, each player retrieves one of their tokens and resolves that action….
You can resolve your…tokens in any order. Additionally, once per month, you may move one of your tokens before resolving it, at any time and for no cost. So you have a little bit of leeway to reschedule things on the fly. In this way, players plan ahead but can still be fairly flexible.
So far, this might sound less like an RPG and more like a board game. “Alright, this week my Wizard visits the island of Ishana to recruit a Bard to join the king’s Royal Court.” Done. Next player. Turns go by pretty fast, which I consider to be an advantage. But when does it feel like a roleplaying game?
Well, let me tell you about…Scenes.
In addition to your four Spend Time tokens, you also get one star-shaped token. Wherever you place your star token is where you get to have a Scene. A Scene is exactly what it sounds like. It’s the part of the game where we zoom in and start roleplaying as our characters moment by moment, speaking in dialogue, moving around rooms, casting spells, etc.
For most players, Scenes are the highlight of the game. But to me, it’s important that they merely punctuate the game. They’re an exception to the baseline mode of play. Instead of asking, “when is it time to zoom out and switch to a downtime timescale?” like in D&D, we ask “when is it time to zoom in and switch to a real-time timescale?” If we’re resolving an event as a proper Scene, then that means it’s important….
Author’s emphases both bold and italic.
I read that blogpost and immediately saw this game mechanic as a sufficiently light structure to use with our leisurely Xenoverse free-form roleplay. My friends and I do not play there much at all these days, but we do continually discuss what we want to play. These are broad strokes that easily fit into week- or month-long “game turns”—with the Scene being a spur to actually have regular in-character (chat) session, however short.