Example:<br>
If one group of players have a plot that can maximum jump a few hours, and an other plot line would need a few days to past, it would not make sense to try to create a total coherent time in the game. Either one of teh the plots would not be able to be played out, or the magic circle of the game would fall apart. In this case it is importatn important that players do not speak about time with otherseach other, and keep playing as if their timeline follow their plot line.
[[category:Techniques]]