Time (PSR Supplement)
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How time flows in the game world is ultimately governed by your narrator, but it’s ideal to adapt the time rate to the needs of the campaign.
Rounds. In action-packed encounters, rounds are used. Each is 6 seconds long, meaning there’s 10 per minute. Since rounds are so tense, it can be beneficial for each creature to have its own turn, but during most other parts of an adventure it’s more fun for all players to be able to act at the same time.
Phases. Phases are by default somewhere between 10 and 60 minutes long. Phases are useful for describing the passage of time when time is still important, but not every single action needs to be detailed. This can often be during periods of exploration or interaction when time is of the essence, such as to complete an adventure before high tide, to prepare a town’s defense before a siege, or to navigate a dungeon before depleting resources run out.
Days. During extensive Downtime or long-distance travel, a rate of days can work best, with each protag each day completing a day of downtime and potentially a downtime activity.
Weeks. Often campaigns increase in scope as they progress. By later levels it is entirely reasonable for protags to manage a business, a guild, or even an entire city. When dealing with such large-scale enterprises it can be useful to use a rate of weeks. Weeks are used by some supplemental rules, such as Bases, but core content doesn't assume adventures will be run at this scale.
Even Longer. For campaigns of epic length it can be fun to go further. For example, each time your group meets up for an adventure, in the game-world your party might regroup after months or even years. In your world it might even be possible to travel through time.