Alacrity uses flexible time units to manage the flow of the game. Time is broken into meaningful segments based on the situation:
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Combat Time measures each moment during fast, tactical action.
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Exploration Time tracks tense but less immediate situations where danger and resources matter.
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Narrative Time covers long stretches of uneventful or casual activity.
The GM determines which unit is most appropriate at any given time.
Combat Rounds
A Combat Round represents about 10 seconds of intense action. Combat Rounds are used when battles and fast-paced challenges occur.
During a Combat Round:
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All characters declare and resolve actions in initiative order.
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Movement and attacks are resolved quickly.
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Duration-based effects (such as spells) often last for a specific number of Combat Rounds.
Combat Rounds are precise and structured, ensuring clarity during tense moments.
Exploration Rounds
An Exploration Round represents about 15 minutes of in-world time. This unit is used when the party is moving cautiously, searching dangerous locations, or facing situations where resources and time matter.
During an Exploration Round, characters may:
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Move through hazardous environments.
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Search for hidden dangers, clues, or secret paths.
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Rest briefly, discuss plans, or change marching order.
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Manage light sources, track supplies, and tend to minor tasks.
GMs may call for checks or trigger events at the end of each Exploration Round to reflect:
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Light source depletion.
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Wandering monster chances.
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Environmental hazards.
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Mental strain or fear in oppressive conditions.
Exploration Rounds are only used when necessary to create tension. In safe or simple situations, the GM may skip them and proceed narratively.
Narrative Time
When nothing dangerous or urgent is happening, time passes more freely. Narrative Time covers hours, days, weeks, or more.
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Hours are often used to track spell durations, travel within cities or safe areas, or waiting.
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Days are used to cover long journeys, rest periods, training, and downtime.
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Weeks and months are handled purely narratively unless significant events occur.
During Narrative Time:
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Events unfold at the pace of the story.
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The GM decides how long actions take and when something important happens.
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Resource tracking is usually relaxed unless survival or logistics are important to the story.
Narrative Time keeps the game moving when precise timing is not critical.
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File Created: 05/07/2025 Last Modified: 05/07/2025