Long story short, I'm not a fan of players who want to forced-march through the desert for three days straight, then storm the sultan's palace and fight fifty swordsmen.
I don't want to do all the book-keeping to keep track of fatigue and starvation and all that work. It's just silly.
So I do "subtle" things. When the players are at an inn and gathering information, and then decide "we want to go visit this Baron and see if he knows where the child is." I usually try to respond with "So it's three days later, and you are at the theater as the Baron takes his box seats."
-- And what I'd like to do, is expand that to EXP systems.
I don't gel with people spontaneously getting better at artifact crafting because they killed that 307th kobold in the warrens of the Ogre's cave. But again, I don't want to go full on with "you can only spend XP in this location, during these times, and then you make a roll to see if you gain this skill, but if you train under a master you get to roll against a lower TN, and if you do power yoga while getting me a beer from the fridge you get to re-roll and take the better result."
-You may spend XP to "get better." Doing so requires you to secret yourself away and train hard. You need quiet space, dedicated to learning. (We will handle narratively what that means when it is question.)
-You may not keep track of what is happening in the world while you do so. Time passes. The world changes. You will wake to the new conditions.
Should you choose to spend time keeping a pulse on current events, you may get forewarning before the Grand Duke's army has taken the lands to the West and takes your nephew hostage. But that comes at a cost. Any "training" time spent not fully isolated goes at 1/4 the fair rate. You will receive only 1/4 benefit for your time. This is because half of your time is spent "among the people" dealing with gossip and spies and lies and carousing and dinners and letters and such. And even when you are "training" half of your mind is still in that world.
-- Is there a game system that adopts this mentality?
-- Have people tried this before?
I know Houses of the Blooded limits actions per season, which is cool. And I know several Japanese fantasy games do not permit any action in Winter, instead using it for recovery and training. I'm not so much looking for just "making time pass" I'm looking for ways to accelerate consequences. I'm looking for ways to say that characters are more interesting to me for the choices they are forced to make, for the opportunities they must pass up, for the things they devote themselves to.
(thanks for reading through this rambling)