Jun 14, 2026 7:05 pm
Time will be measured in our game at three scales: days, shifts, and rounds.
Days
Days are used for downtime activities, crafting, research, long-distance travel, and other endeavors that unfold over extended periods. They are also the primary unit for tracking off-camera events: the movements of armies, the schemes of rival factions, the progress of construction projects, significant changes, political developments, and any other events occurring beyond the immediate view of the adventurers.
Unless otherwise noted, a day begins at dawn and ends at the following dawn.
Shifts
A shift divides the day into broad periods suitable for travel, exploration, rest, and keeping watch. Most activities that take several hours are measured in shifts rather than exact hours. Each shift lasts roughly 3–4 hours.
The daylight portion of the day is divided into four shifts:
Dawn — from first light until mid-morning.
Morning — from mid-morning until midday.
Afternoon — from midday until mid-afternoon.
Late Afternoon — from mid-afternoon through sunset.
The night is divided into three shifts:
Dusk — from the end of dusk into full darkness.
Deep Night — the darkest hours of the night.
Pre-Dawn — the final hours before sunrise.
Under normal conditions, traveling across one standard hex (roughly 6 miles / 10 km) requires one full shift. Mounts such as horses may allow faster travel across roads and open terrain, but offer little advantage in difficult terrain. Pack animals such as mules do not increase travel speed, though they can carry additional supplies and equipment.
A shift may also be spent on other activities instead of travel. Characters can forage for edible plants and drinkable water, hunt game, or fish in suitable locations such as rivers, lakes, or coastal waters. Any number of characters may do those activies during the same shift.
When the party stops to explore a location, travel is suspended. Exploring a hex searching for a ruin, dungeon, settlement, wilderness site, or other point of interest may take anywhere from a single shift to several days or even weeks, depending on its size and complexity.
Rounds
A round is the smallest unit of time. Rounds are most commonly used during combat and function as described in Nimble RPG.
Days
Days are used for downtime activities, crafting, research, long-distance travel, and other endeavors that unfold over extended periods. They are also the primary unit for tracking off-camera events: the movements of armies, the schemes of rival factions, the progress of construction projects, significant changes, political developments, and any other events occurring beyond the immediate view of the adventurers.
Unless otherwise noted, a day begins at dawn and ends at the following dawn.
Shifts
A shift divides the day into broad periods suitable for travel, exploration, rest, and keeping watch. Most activities that take several hours are measured in shifts rather than exact hours. Each shift lasts roughly 3–4 hours.
The daylight portion of the day is divided into four shifts:
Dawn — from first light until mid-morning.
Morning — from mid-morning until midday.
Afternoon — from midday until mid-afternoon.
Late Afternoon — from mid-afternoon through sunset.
The night is divided into three shifts:
Dusk — from the end of dusk into full darkness.
Deep Night — the darkest hours of the night.
Pre-Dawn — the final hours before sunrise.
Under normal conditions, traveling across one standard hex (roughly 6 miles / 10 km) requires one full shift. Mounts such as horses may allow faster travel across roads and open terrain, but offer little advantage in difficult terrain. Pack animals such as mules do not increase travel speed, though they can carry additional supplies and equipment.
A shift may also be spent on other activities instead of travel. Characters can forage for edible plants and drinkable water, hunt game, or fish in suitable locations such as rivers, lakes, or coastal waters. Any number of characters may do those activies during the same shift.
When the party stops to explore a location, travel is suspended. Exploring a hex searching for a ruin, dungeon, settlement, wilderness site, or other point of interest may take anywhere from a single shift to several days or even weeks, depending on its size and complexity.
Rounds
A round is the smallest unit of time. Rounds are most commonly used during combat and function as described in Nimble RPG.


