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RealTime

RealTime
Playing Against The Clock

RealTime is the first roleplaying game played in real time -- that is, every minute of play corresponds to one minute of game time.  It's inspired by the hit show 24 and the movie Nick Of Time, and if it's done right, players will feel all the same pulse-pounding tension and excitement.  You can use it for modern action/adventure (and that's probably where you'll want to start, due to its familiarity), but you can use it for any genre and style, from science fiction to two-fisted pulp to Western to mythic high fantasy -- as long as you have a story that hinges on every tick of the clock.

RealTime is a simple, rules-light game.  That's because, when you're playing RealTime, you won't have time to think much about rules.  In fact, the rules aren't the most important part of RealTime.  Far more important are the tips, tricks, and techniques for making the real time element work -- ways to make your character's down-time (e.g., driving across town) fit in with other characters' up-time, to keep track of time spend doing different things, etc.  If you want to play it, it's imperative that all the players be familiar with these techniques before the game, because there won't be time to think much about them during the game.

The most important thing to realize about RealTime is simply this: Yes, it really is possible!  Not only that, but it's intense.  Your weekly roleplaying game is like a friendly game of softball, and RealTime is like cliff-diving by comparison.  You wouldn't want to do this every week.  But once in a while, it'll be an experience you won't forget.  You won't know what I mean until you try it, and since it's a free download, why not try it?

RealTime is free to download and play; all I ask is that you let me know what you thought of it, or how your experiences with playing it went.  (All too often, those of us who share our work free get less feedback than those who charge for things -- you work hard on something and drop it into the world, then wonder if anyone is even reading it, since most of those who download it don't say a word.)

Download RealTime now!
  • RealTime v1.0, last updated 09-09-2003.  All the rules, and all the tips and tricks you'll need to make real time work.  Necessary reading for both player and GM.
  • Character Sheet and quick reference/GM's Screen.  Print this on heavy cardstock for best results.  Four sheets to a page.  Works for either RealTime or RTC.
  • Chronos Veritas: A 2-hour RealTime introductory adventure with all the time pressure that starting players can handle.  This'll work best if the players have all read the rules first -- there's no time to spare, so you already have to know all the tricks and techniques.
  • 24 Clock Tick Sound: The sound of the clock ticking from 24.  Play this to annoy your players and drive up the tension a notch.
RTC
a rules-ultralight game based on the RealTime core

RTC is a very simple roleplaying game based on the core rules from RealTime, but with the real time element removed.  The result is a simple, quick, flexible, generally applicable rules-ultralight roleplaying game.  Fits on a single sheet of paper (both sides).  Great for use in conventions and in one-shots, but usable in longer games too.  As with RealTime, it's free, and I'd love to hear your thoughts about it.
  • RTC v1.0 , last updated 03-13-2005.  All the rules you need to roleplay on a single sheet of paper.
  • Character Sheet and quick reference/GM's Screen.  Print this on heavy cardstock for best results.  Four sheets to a page.  Works for either RealTime or RTC.
  • Hire and Salary: A one-shot set in the universe of Joss Whedon's Firefly/Serenity universe.  Has been successfully run at LoreCon.
  • The River Bank Will Make A Mighty Good Road: A one-shot featuring agents of the Time Patrol travelling to 1820 upstate New York to prevent enemy time agents from changing history.  Has been successfully run at LoreCon.
  • Dark Hope: A one-shot (with room for future expansion) set in the world of Wicked Lovely, a book by Melissa Marr.  This adventure is designed to help introduce people to roleplaying (particularly those familiar with the book, though no familiarity is necessary on the part of the players).
Related materials

Still in development:
  • Adventure Writing Guidelines: Suggestions for GMs writing adventures, to make sure the real time elements work.
  • RealTime Control Center: software which will help the GM coordinate a RealTime game.  Includes clock, alarms, stopwatches, and timers; FUDGE dice; notepad; plot twist calculator; commercial break timer; and automated resolution of unopposed actions, opposed actions, characters working together, wounds and healing, blow-by-blow combat, one-on-one combat, and team combat.  Saves the GM time in the one roleplaying game where the GM most desperately needs to save time!
  • No One Ever Looks Up: A 2½-hour gentle introductory scenario for RealTime, designed to get players acclimated to the rules before you put them through the wringer.  In the interest of giving the players (and GM) a chance to get the hang of this real time thing, this adventure starts slow and doesn't put that much pressure on the PCs.  As a result, it gives only a small taste of the intensity and excitement of full-bore RealTime play.
  • Hermit Crab: A 6-hour full-fledged RealTime adventure.
Read a review of RealTime posted to RPGnet.

Also see Greg Stoltze's Executive Decision, the reason this page now says RealTime is the first instead of the only roleplaying game played in real time.  Greg's game covers a very limited niche (political debate in the cabinet of the U.S. President), but covers it well, and it's worth a look.
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rtc.pdf
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