hawkeyefan
Legend
I see.
In my case I was thinking more like "the patrols pass by every (varies, let's say 2 minutes); you have X amount of downtime for the week to allocate to working, studying, training, crafting, socialising, inventing, or researching, and thus only have so many hours to work with; you have enough savings to last three weeks; you have N days of rations and water for this expedition; you have X hours of daylight to work with while you're lost in the forest; and various faction plans are in motion and will complete by various dates if you don't intervene, uncovering what those timelines are isn't impossible but requires legwork; and the town's longterm food-stores are enough to last Y months, if guys don't procure more food to preserve, people will start starving in January.
Less abstracted, but still observable clocks and time to waste. My time is measured in rounds, minutes, hours, days, weeks, and months though, not abstract turns.
How long things take varies by the thing, but the time should usually matter, though sometimes you'll have some wiggle room.
I’d argue that a turn is a much more specific unit in play than hours or minutes tend to be since it is tied specifically to play and actions taken. We can say that it takes a turn to travel X distance or to search a room or to take a short rest or what have you, and it won’t cause any confusion. If we also know that the GM will check for a random encounter every turn or every other turn, then we as players are informed enough to make a meaningful decision. Is it worth the risk to search this room? Is it too risky to try and take a short rest here? And so on.
Hours and minutes, by comparison, exist in both the real world and in the game world, so there’s already some need to clarify when they are used. Not a major obstacle, I know, but one that can come up.
Anyway… I think using a unit tied specifically to play rather than to real time is preferable.







