43 minutes ago, Wysardry said:If you allowed characters to continue playing out of sync you could end up with any number of paradoxes.
I guess it depends how much change players can affect upon the world.
e.g. if one party is 8 hours in the future and kills a particular boss, but then a different party who are 8 hours in the past kill the same boss, then yeah, that's chronological nonsense.
If it's not a big deal to the story, you could just allow it. e.g. in Diablo, the same characters can complete the same parts of the story many times repeatedly and I've never heard anyone complain about the fact that the timeline is nonsense
If it is a big deal, then you could apply some "fate" / "destiny" rules to protect the timeline. If you know that the boss will be killed 8 hours from now, then you have to make him immortal until that time Adjust the chance-to-hit so that the "in the past" players can't ever land a killing blow, make the boss escape into a trap-door, deliver a new quest that distracts these players ("you can either catch me or save the villiage!"), etc... A magician character could use a fortune telling spell to read "fate" and find out whether the boss has a fixed destiny at the moment or not.
You could also put a cap on how far out of sync each group of players can get. e.g. you can sleep and become up to 12 hours out of sync, but then if you try to sleep again it will tell you that you have to regroup with the other players first. You could let people send a message to the other players (e.g. "let's meet at the tavern"), which synchronizes everyone back to the same moment in time.