We can divide the game into several "quests." That is, upon completing a significant task, one period ends. After that, there is a brief historical interlude from the GM, the experience gained is calculated, and the characters acquire new skills. And then the next "quest" begins. Thus, a long period of time can be divided into shorter ones. It will be possible to appear and disappear after a certain period without losing the essence of the game.
P.S. (offtopic) Alex, why are you silent on AIM?:(
Лидер клана "Из многих единое"
Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...