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(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.