Do you have clocks in your game?

And of course, if you've gone your whole life doing so, you can relatively accurately tell time just by your internal clock. Late afternoon, early afternoon, midday, evening, twilight, dead of night, etc...
 

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NOPE

Time is marked by reading the Sun/Moon viz =>Predawn -Dawn -Midmorning -(Full Day)- Noon -(Full Day) -Afternoon -Evening -Twilight -Full night -Midnight -Deep Night-Predawn =>

so a meeting might be arranged "in the full day before noon" or at noon or in the predawn.
Only evil spirits (and criminals) are about in the 'Deep Night'

smaller units of time don't matter ic
 

No clocks. And no clockwork monster either (at least not yet). Intricate mechanical objects like clocks just pull me out of the fantasy, YMMV. People tell time by how high the sun is in the sky. Times are just, morning, late morning, about noon, early evening, and such. There's just not much reason for anyone but a very few specialists to need (or care) the time any more specifically than that.
 

Cities and towns mostly but with animated objects should be more common when you think about it, as you could make one with a simple grasshopper (knee joint) leg.
 

For simplicity sake I began my D&D world back in 1982 with a 24-hour day, 30-day month, and 12-month year. We've had a few modules where the characters travelled to modern 20th Century worlds and they brought back wristwatches. Aside from that, it's mostly water clocks and sundials.

My other campaigns, westerns set in 1882, obviously have clocks.
 

The largest cities have clocks like those of 14th c. Europe: http://www.sciencemuseum.org.uk/on-line/wells-clock/page1.asp

But there aren't many of them. Sundials, candles and water clocks are used by the wealthy and educated. Most people simply estimate using the sun. To measure short intervals of time (from one minute up to an hour), people use hourglasses.

There are no clockwork monsters.

There's also magic for telling the time. Arcane spellcasters can use a cantrip to tell the time (specifically, precisely how long until the next dawn or dusk) or to count down an interval (the spellcaster can see an illusionary working hourglass or time-candle for the duration).
 
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Well, given that I run games that are set in the 17th Century (my homebrew), the Iron Kingdoms (even the pocketwatch exists), and an OGL Steampunk game set in the 1880s (chronometers exist), I would have to say - yes.

The typical D&D game uses tech from the 14th Century, so large, cumbersome, inaccurate clocks powered by weights should exist. A cardsock model of such clocks exist, and can be found in toy stores for around $10 or so. I should believe that between dwarfs and gnomes the accuracy would be increased.

The Auld Grump
 

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