Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

"each spell lasts 10min" is that real time, or what is that in game time?

(5 edits)

Hello! 

I would guess that, like in most rpgs, real time is not as important as in-game time. 

If we assume this is the case then some math can be done to see how long it takes for time to pass (in-game) when we need to know it. 


I assume it is important to know how much time passes during a scenario so here comes the math... Please keep in mind that english is not my native language and that math is not my favorite thing... Especially on a sunday ;)


Let's go! 

1 mile = 5280 feet

12 miles = 63360 feet

- that's what a PC can manage to walk a day on open land or roads. 24 hours and after that they fall asleep... Totally exhausted ;) 

1 hour = 2.640 feet 

1 minute = 44 feet 

10 minutes = 440 feet

- now we know how many feet a PC can move at "normal speed" through "normal terrain" before the duration of the "10 minutes spell" is over. 


1 second = ~ 0,73 feet

- good to know for the next part 


1 turn = 30 feet

-that's what a PC can move in 1 turn if he doesn't "run" (to do so he needs to have a free inventory slot to use the move action twice). 

30 feet =~ 41 seconds

- now we know how much time passes in 1 turn. 

10 minutes = ~14 turns

- now we know that a "10 minutes spell" lasts 14 turns.


1 scenario = 6 turns

6 turns = 180 feet

- a 2'x2' playing map is 180x180 ft/24x24 in/24x24 squares. 

6 turns = ~ 4 minutes

- if a PC does not "run" he could travel from one edge to the opposite edge in 4 minutes. 


I hope this was not confusing... And hopefully i did the math right ;) 


To put it into context:

Imagine the following situation:

The warband enters a dungeon to gather valuable loot. After they get it they trigger something and an overwhelming horde of enemies rushes at them. The warband needs to escape so a "breakthrough"-scenario is played. Let's say that the first thing that happenes in turn 1 is that a "10 minutes spell" is cast. The warband manages to escape at the last turn (turn 6), runs over a bridge and destroys it to prevent the enemy from following. 

They stumble through the entrance of the dungeon and get ambushed by a rivaling warband who waited for them to steal the loot. 


A "brawl"-scenario is played and it lasts for the full 6 turns. After that second scenario the "effect" of the "10 minute spell" vanishes. 


This hopefully helped. 


A 24 hour marsh is a bit unrealistic and 16 hours would make more sense. In the end, time can be a flexible thing. As long as everyone has fun i would not go to hard on the numbers but i know that different playing-groups have different points of view. 

I would like to hear why you did ask the question in the first place... Out of pure interest. I would love to know of what situation you can think of that requires to know if time passes in-game or in-real :) 

Stay safe and healthy and enjoy this cool game! 

Thanks, actually now that i have thought about it more, instead of thinking like a traditional miniature skirmish gamer, when i put the rpg hat on, and recall the opening words of this game, its a line to the OSR tradition of the 10min game turn.