View Full Version : Passing Time in game
DarkGalaxiesGaming
June 8th, 2025, 07:33
Is there a way to "pass time" in game mechanically with this FD ruleset system? Like for tracking madness and such? If so how do I do that in the system...can't seem to figure it out.
Tempered7
June 12th, 2025, 22:57
I don't have the ruleset so I have no idea if below extensions work in CoC 7th, but you can at least try to see if they can be a solution:
Timer by mattekure: https://forge.fantasygrounds.com/shop/items/665/view
Clock Adjuster by pr6i6e6st: https://forge.fantasygrounds.com/shop/items/574/view To add a panel to your desktop, containing a clock, adjusters for the time, a reminder manager, an events manager, and a travel manager. !!!BEFORE USING: select a calendar, set a date and time and adjust your hours and minutes field at least once to make sure the numbers “exist”.
Clock Adjuster - (Real) Timer expansion: https://forge.fantasygrounds.com/shop/items/1702/view
They may be a bit tricky to use at first so it's important read their usage first.
Timer is just what it sounds, it is used to count turn time (in seconds).
Clock Adjuster is the one you're looking for. This one advances time and you can even use it with random tables to trigger at certain time of day.
Real Timer Expansion: Combines the above two extensions with an option to enable the functionality (triggering tables, etc) to progress the clock in real time.
But that is, provided these extensions work on CoC. They say "Core" and "Generic" in tags so as long as CoC is based on Core RPG ruleset, they should work.
sedgetone
July 18th, 2025, 12:38
I tend to use the calendar log and note down roughly what time of the day events are happening in the game. It really doesn't have to be too detailed but I like to factor in things like travel time etc. If a character goes insane during combat where it's being tracked in rounds anyway, I will create an effect on the character for the number of rounds rolled for the effect. No effects are provided and they have no in-game impact on the FGU ruleset, it's more just to jog by memory when an effect has cleared. If the bout of madness happens outside of combat, then we handle it as an immediate event, this is going to be less that an hour-in-game. Once that's resolved, that player character will still be susceptible to delusions etc.
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