
What it is about
MurkyTime is a system agnostic, turn based, time tracking focused procedure for TTRPGs. You can plug it into most games if you want time to be a factor and to drive players to making meaningful choices. Great for dungeon/hex crawls, but other stuff too! It's an amalgamation of ideas from games I enjoy, and some of my own. I'm using this system at my table and it works a treat. Features: A time tracking procedure (with visual tracking). An encounter procedure that utilises a step dice system to represent increased risk, as well as having clue/information and faction/environment results. A conversion to 'longer term time' for hex crawls or urban exploration. Examples of resource tracking. Included (all print friendly): A make at home trifold pamphlet with the procedure information. A 'dungeon time' tracking sheet for 10 minute Turns. A 'longer time frame' tracking sheet for 6 hour Watches. A sheet with examples of non-traditional (less dungeon or hexcrawl focused) situations that you can use MurkyTime, like investigations and heists. If you like it, come join the Murkdice discord! Inspirations: Mausritter for its time keeping TURN for its event die (and Necropraxia before) Forbidden Lands for travelling in watches Blades in the Dark for clocks and faction movements.