IÂ´m thinking about time stretching and condensing in a role playing campaign.
In literature it is the authorÂ´s job to shape the impression of passing time.
If the reader needs longer to read than the described action lasts, time is condensing.
If reading time and the time the described action lasts match, time is congruent.
If the reader needs less time to read than the described action lasts, time is stretching.
In my case I want to run a campaign that begins with condensing or congruent time. The scenes should succeed without leaps.
The longer the campaign takes, the stronger time should stretch. Towards the end, the leaps of time between the scenes should be big and months should fly by.
My intent is to create an impression of a maelstrom of time the player characters are dragged into.
Time seems to pass faster and faster and whatÂ´s happening escapes more and more the grasp of the player characters.
At present IÂ´m thinking about (additional? alternate?) mechanisms that could convey this feeling (for instance the frequency of tests (?) ... something like that...(?)).
Do you have some ideas?