The player (always assume this is his second RPG, not a first-timer and not a pro) should really have it clear what is going down, and what time it is.
A count-down watch, some marking on a map, a "current quest" dialog, a newspaper, anything. It should be completely clear to the player what is going to happen next, and when, and where. Even though he just clicked through the dialog with the mayor. If you accept quests they should be ordered in time-line.
I kinda like that "newspaper of tomorrow" show. Ever seen it? It''s about a guy who gets tomorrows newspaper, today. So he knows what will happen today, where, and when. Of course, he''s got a to big of a heart to just let it be (or use the newspaper to gain some cash at the stock market). Sometimes two things will happen at the same time, and he must choose. Also, sometimes, at he''s accidently in a third choice that either completes the first two ones or boots them.
What if the player writes his own "newspaper"/diary? When I first read AP''s post I thought this was going to be a game where you could go back and forth in time?.. Well if you can, how will the player do it? Say he notices he just missed out on a quest, will he be able to backstep so he can complete it, or that thing is gone forever?
Ever played Chrono Trigger for the SNES? Wow! that was a _great_ time travel game!!! You could do stuff in the past that would seriously affect the future. One time you had the chance of going back in time and save a girls mother from getting her legs choped of in a machine accident. If you succeded she''d be walking around in the future, if you failed she would sit at her chair all the time. I failed, and still have nightmares about that
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Fallout 1 had a nice time quest, but it was only one. And had a big counter in the "Pip-boy" (character info page).
Don''t expect to much of players. If one hears someone talking about a march at 12.00 the 5th of june, and the player goes around exploring he might miss the time by pure forgetfullness (or he was really really really enjoying the world you created for him). Don''t hold that against him or he''ll think it was stupid
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really liked the bridge idea though, just remember not to miss the action event that would usually trigger the brigde. Normally, as you said, that bridge wouldn''t open until you finish a sidequest. But that usually has a meaning. Example: You can''t get the bridge until you saved the mayors daughter. Why? Because in the citadel where you resque her you''ll get Weird-works-on-all-evil-citadel-places-Key that you''ll need sometime after the bridge.
Those things might not been essential, but some things have to be. Or do they?..
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"No lies of sugar can sweeten the sournes of reality"
}+TITANIUM+{ A.K.A. DXnewbie[onMIRC]