Before starting an adventure session, you should determine the normal arrangement of your characters when exploring. This is known as the party's marching order. For example, you may decide to move in a two-column formation, with well-armored characters in front, weaker characters in the middle, and a rear guard. As a group you may define different standard marching orders for common situations (e.g. standard exploration, combat, opening doors, searching, etc.).
TopIf the group wishes to, they may nominate one of their number as the spokesperson of the group, known as the caller. This player is responsible for informing the Game Master about the actions and movements of the party as a whole. Delegating this role to one player—rather than having each player informing the Game Master about their PCs individual actions can speed up play.
TopOne or more players may wish to create a map of the areas being explored, based on the Game Master's descriptions. Details such as monsters or traps encountered, clues to puzzles, or possibly interesting unexplored areas may be noted on the map as it is drawn.
TopWhen an adventure is under way, the Game Master should keep track of the time that elapses in the imagined world, known as game time. This is distinct from real time: what may take the players and referee mere seconds to describe may take PCs hours or even days to complete.
For example, when characters are exploring a dungeon, the Game Master tracks the number of turns that have elapsed; when characters are exploring the wilderness, the number of days elapsed is tracked. The Game Master must adjudicate what may be accomplished in a given period of time.
As game time passes, the Game Master should pay attention to resources that the party consumes. For example: food, water, fuel for light sources, durations of spells or magical effects, etc.
Aside from everyday time increments (minutes, hours, days, and so on), the following special units are used in the game.
Ten (10) minutes of game time. There are 6 turns in an hour. Time is measured in turns when exploring dungeons.
Six (6) seconds of game time. There are 60 rounds in a turn. Time is measured in rounds during encounters, especially in combat.
TopWhen exploring unknown areas of a dungeon, you can move at a Slow pace, 2000 feet per Turn (Player's Handbook, pg. 182). This rate of movement takes account for the fact that you are exploring, watching your footing, mapping, and trying to be quiet and avoid obstacles.
When you moving through dungeon areas with which you are familiar, the Game Master may allow you to move at a normal rate, 3000 feet per Turn, even a fast rate, 4000 feet per Turn (Player's Handbook, pg. 182).
Searching takes a Turn and covers a 10 foot by 10 foot (100 square foot) area.
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