The only issue I see is a GMT-7 playing a GMT+1 on the single day play.
A Haligonian is four hours ahead of a Vancouverite. Therefore, in order to allow an eight-hour block (for setup, play, breaks, and ISP/VASL SNAFUs), the
latest start time for a player in the Maritimes would be 1600 Atlantic time, or 1200 in BC (1400 CST). (Btw, a player in NFLD is 30 minutes ahead of the Maritimes.)
TBH the 2300hrs end time is arbitrary.
It's not arbitrary. A cutoff time is necessary to ensure that no player in Canada is forced to play beyond a certain time. The 2300 CST cutoff translates into a 0100 finish for someone in New Brunswick (0130 for someone in St. John's.) IMO, that's an hour too late. But it's not my call to make. However, if there is a designated window for start times, this needn't be an issue for players on the eastern side of the continent.
I can't start at 0900 CST.
I wouldn't expect someone to have to start at 0700 (or earlier) unless they elected to participate in an event that dictated a given start time.
...but I have plenty of time to finish the game.
Your opponent may not, especially if he is several hours ahead of you.
And there should be no complaint as long as the scenario can be completed.
Unless, of course, the scenario cannot be completed.
BTW I'm currently playing a UK player starting at 2300hrs PDT as that corresponds to his 0700GMT time.
<shrug> When I played in a UK event last year, I had to get up at 0300 in order to play at 0400 my time. I accepted that going in, as the start times were advertised in advance. Moreover, the first round had to be completed by a certain time so that the second round could start on time. These decisions are made by the TD. We can either accept them, or take our virtual dice elsewhere.
In the end, If the scenario takes 5 hr to complete, there should be no penalty in starting 5hr before the end of the day.
So what penalty should there be if the game
isn't concluded before the cutoff? And how does one determine who should be penalized?
By spelling out start and finish times in advance, a TD can avoid a lot of unnecessary headache, and players can get on with the business of pushing virtual cardboard.
IOW, establishing the rules of engagement beforehand can go a long way toward avoiding the need to penalize anyone.