Rules Sketch: Timekeeping Part 2

If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here.

After looking at vision, journeying and dungeoneering, I’m coming back to timekeeping, because I’m realising that for me, specific measurements encourage the simulationism in second edition.

Combat time is rounds. A round is enough time for a back and forth between foes.

Dungeoneering time is turns. A turn is enough time to do most things you’d do as you explore a dungeon.

Journeying time is watches. A watch is enough time to travel a hex, and there are three every day.

Downtime is in weeks. Seven days of real time between gaming sessions earns a week to spend on downtime actions.

Wow, I know a lot of the previous version of these rules had moved into travel, but it’s much simpler and more pleasing. It’ll need another revision when I look at downtime as well no doubt.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on timekeeping, if there are glaring questions left unanswered, whether I’ve overlooked anything important, or anything of the sort!

Idle Cartulary

27th April 2022



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