This is a good point to consider. There's two separate issues here:oldgrayrogue wrote: The only thing I don't like is the day/night cycle. Cycling through multiple periods of daylight and darkness during a single conversation or walk down the road is immersion breaking and disruptive to RP.
1) Flow of time as relates to spells and other per day effects, their duration and how fast they become useful again.
2) Flow of time of day on a server and how it affects RP and events. Primarily day/night.
For the second part, it would be equally "disruptive" to have several day/night cycles pass during one long conversation, as it is to walk across server area tens if not hundreds of kms IC without day/night changes or need to rest.
Crucially however, seems like an event can be held hostage by the day/night cycle. I'd claim that ICly most events would suffer a immersion breaking if being forced to ICly start at what server time happens to when the event start in RL. Almost any event that isn't forced on the players as an emergency would reasonably only start certain time of day. Like people leaving on lengthy travels on a morning, undead milling about during the night, etc. Caravans leaving at 2am and vampires in the daylight are none good, and forcing the players to play like it's mid-morning when the game shows a moonlit night is simply stupid.
Don't know if it's possible, but if the "two separate times" could be decoupled in some way, it should provide for tools to make the game better. So would it be possible to allow for DMs to set the day/night cycle to be hour X without affecting flow of time as far as spells/resting/recovery is concerned?