Time in the
campaign is very important.
Your DrefereeM
will keep strict account of the time consumed by various characters,
for it is likely to separate
them,
since not all participants
are likely to play at the same actual time.
Time costs characters money
in support, upkeep, and wage payments.
It takes time
to adventure,
to heal
wounds,
to memorize spells, <(DMG:
Recovery
of Spells)>
to learn
languages,
to build
strongholds,
to create
magic items -- a very long time in the last given case.
TURN:
In adventuring below ground, a TURN
in the dungeon lasts 10 minutes (see
also MOVEMENT).
Rounds: In combat, the TURN is further divided into 10 melee rounds, or simply rounds.
Segments:
Rounds
are subdivided into 10 segments, for purposes of determining
initiative
(q.v.) <> and order of attacks.
Thus a TURN is 10 minutes,
a round 1 minute, and a segment 6 seconds.
Days: Outdoors, time is measured in days, usually subdivided into daylight (movement) and night (REST) periods.
Thus, while actual time playing
is about the same for a dungeon adventure,
the game
time spent is much greater in the case of outdoor
adventures.
Labelas
(god of time)
Lendor
(deity of time)
Cyndor
(god of time)
Q: How long are turns,
rounds, and
segments in an Oriental
campaign?
A: The lengths of
a turn, a melee round,
and a segment are the same
as in non-
Oriental adventures; see
the 1st Edition
Players Handbook
(page 31) or the 2nd
Edition Player’s Handbook
(page 91; note
that segments are not used
in the AD&D
2nd Edition rules).
(151.9)
A WRINKLE IN TIME,
By Leo and Diane Dillon