Clock for in-game time?


Pathfinder Second Edition General Discussion


Does anyone have a simple method to keep track of time in-game? I'm sure I could find like a "teach your child how to tell time on a clock" type thing but I'm curious if there are ones made specifically for TTRPGs.


bmardiney wrote:
Does anyone have a simple method to keep track of time in-game? I'm sure I could find like a "teach your child how to tell time on a clock" type thing but I'm curious if there are ones made specifically for TTRPGs.

This might be helpful to you.


Ah yeah, thanks I'll bookmark that. But I meant like a literal visual clock that can be changed during play as the days and nights pass. Preferably not on a phone but something tangible.


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The easiest thing to do is pick up/buy an old mantel clock: if it's just a prop and doesn't have to work, you can buy them cheap and just move th arms yourself. They have ones that have day/night dials that time 24 hrs in addition to the main dial so that can take care of that part too.


I guess I'm just looking for a dial kind of like the one in Elden Ring, where it has half day, half night and then just numbers for each hour (anything more specific isn't needed). Maybe I'll just try to screenshot and print something out like that. Bottom right hand corner, for reference: https://steamcommunity.com/sharedfiles/filedetails/?id=2830217246

I'm actually kind of surprised this isn't a commonly requested thing for TTRPGs. It would be very useful to keep everyone on the same page in their heads about the time of day and resting and such.


Okay I found it, but someone just made it themselves and I don't think I can buy it :p

https://www.reddit.com/r/DnD/comments/75ywmy/oc_i_was_sick_of_telling_my_pl ayers_what_hour_of/


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bmardiney wrote:
I'm actually kind of surprised this isn't a commonly requested thing for TTRPGs. It would be very useful to keep everyone on the same page in their heads about the time of day and resting and such.

Things like that are more game specific than generic role playing items: Depending on your game and where you are in that game you might not have 24hrs in a day and/or evenly divided day and night. So a generic 12hrs day/12 hrs night doesn't mean a lot in a game where you only get 4 hrs of light or none at all or if there are 30 hrs in the day. You also run into games like pathfinder 2 that have out of combat/encounter time that is less well defined: you can just handwave off multiple hrs days or months so just saying the current date/time is more meaningful than a clock dial.

And in the end, it's mostly just a prop. Generally, the DM will tell you the time and day/night unless you can't keep track of it and if that's the case the prop isn't needed. And for games like pathfinder, often expending your abilities and hp lets you know when the adventuring day is over far better than a clock.

PS: and I'm not sure I understand the "I was sick of telling my players what hour of day it was" comment in the link. You're either telling them or switching the clock the same amount unless their short term memory is shot... :P


I get what you're saying, but it's about immersion. Having a visual representation helps establish the mood of whatever is going on. As I alluded to, this kind of thing has been in video games for decades now. There's a reason for that. It was even in the Pathfinder PC games.


If you play on Foundry, there's a few modules for that.

In person I'd probably get a cheap digital clock or something that you can easily change the time on.


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bmardiney wrote:
I get what you're saying, but it's about immersion.

I could get the immersion angle if the characters where likely to have watches/clocks available for use: for the pathfinder game I've played in, night/day were plenty and for that you can make due with some note cards with a rising sun [morning], big sun [noon], setting sun [afternoon] and a moon [night]. For myself, I think it'd be worse for immersion as now I know when it's day or night even when I'm underground, in buildings, blindfolded, ect., just like a video game, and for me doesn't scream immersion.

*shrug* to each there own though. If it does it for your group that's all that matters. I'm mainly commenting on why "this isn't a commonly requested thing" from my perspective.


Yeah I was thinking more for wilderness sandboxes, not so much dungeon diving (where it really doesn't matter). We just started a few months ago, but I can already tell I'm going to like sandbox adventures much more than dungeons (though a mix of both is probably ideal). I'm an open-world gamer, through and through. And since the whole point of TTRPGs is the feeling of being in a holodeck from Star Trek, yeah.

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