Time, Scenes & a Living World
Every scene has a real place, present cast, approximate time, purpose, and current beat. These are continuity aids, not a required sequence of dramatic beats. Travel, searching, rest, conversation, crafting, and conflict consume believable time. The World Clock advances before narration claims that time passed, so deadlines, weather, sleep, schedules, and travel remain coherent. Weather has momentum rather than changing randomly every turn.
NPCs have independent lives. They can work, rest, travel, change their minds, pursue goals, and miss the player. This creates a living world, not a punishment machine. The Game Master advances only meaningful off-screen developments whose cause, information, motive, capacity, and opportunity make sense. A reminder to review a Pressure or Faction is not automatic escalation. Quiet days may remain quiet. Rejected opportunities do not return wearing a new hat unless something in the world genuinely changed.
Party owns the cumulative adventuring roster and shared resources. Scene State owns who is physically present now. Each Character owns their personal current location. Map tokens mirror those facts when maps are used. If narration, sheet, scene, roster, and token disagree, play pauses long enough to repair the mismatch instead of inventing an explanation for an error.
During a long time skip, the Game Master checks meaningful thresholds rather than simulating every day. You learn about off-screen changes through signs your character could credibly perceive: news, messages, altered routines, closed roads, damaged places, changed prices, or direct consequences. You may always ask what has changed while you were away.