Exploration
The Exploration gear is measured in multi-minute increments up to 10 minutes. Traversing a dungeon, thieving, and puzzle-solving are good examples of play that takes place in the Exploration gear.
Any task that takes 1 minute or less is an Immediate Action, and any task that takes between 1 and 10 minutes is a Committed Action.
Negative consequences for the passage of time include resource consumption, random encounters, and localized plot events. Whenever time advances, the GM adds a die (usually 1d6 ) to the Time Pool, and the Time Pool is emptied after it reaches 6 dice, signifying that 60 minutes have passed.
If a creature pursues an action during adventuring that has a duration of at 10 minutes, that creature must continually take that action until the Time Pool empties.
If the party takes a Short Rest during Exploration, the GM rolls a full Time Pool of dice and advances time by one hour.
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