TIME

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