How to Run a D&D Game Across Three Time Zones
Saturday, 6:04 pm in New York. Your paladin is settling in with a beer. In London it’s 11:04 pm, and your wizard has switched to typing her dialogue because her flatmates are asleep on the other side of a thin wall. In Sydney it’s 8:04 on Sunday morning, and your rogue is eating cereal on camera with sunrise coming through the window behind him. This is what a D&D game across three time zones looks like when it’s working. The college group scattered, or the forum friends never lived in the same country to begin with, and now every session is simultaneously a Saturday night, a late night, and a Sunday breakfast. If you searched “how to run D&D in different time zones” because your group chat has spent two weeks failing to schedule session one, here is the honest answer: the game is absolutely runnable, people run campaigns like this for years, and almost everything that kills them is a logistics mistake with a known fix. The fixes below are the ones that matter, roughly in the order groups get them wrong. ...