Travel, Exploration & Time
This chapter exists to give the table a shared rhythm: when time can be loose, and when time must tighten. It gives the party simple answers to the questions that trip up long campaigns — how far can we go, how long before we need to eat, what can we do in two hours, and what happens when we refuse to stop?
Steel Age lives and dies on pacing. When the party is safe, time can pass in broad strokes. When the party is exposed — hungry, watched, or pressing into hostile ground — time must be felt. This chapter makes that possible without demanding a stopwatch.
Time Scales
This chapter uses four time scales. The GM shifts between them as needed — not to measure minutes, but to make decisions carry weight appropriate to the situation.
Practical Table Rule
- Moving across country: Daily Time.
- Searching or creeping through danger: Exploration Time.
- Blades come out: Combat Time.
- Weeks pass and wounds knit slowly: Campaign Time.
The system is built to survive rough handling. Use as much structure as the moment deserves.
Daily Segments
Daily Time is measured in Segments. A Segment is a two-hour block of meaningful effort — long enough that decisions matter, short enough that you can feel the day slipping away. A standard day contains 12 Segments. When the party is traveling, living outdoors, recovering from wounds, or operating under time pressure, the group should think in Segments. At the start of each Segment, the party chooses one:
- Travel Segment — Two hours of overland movement toward a destination.
- Action Segment — Two hours on a focused task that is not primarily movement: scouting, foraging, hunting, making camp, healing, repair, ritual, or exploration.
- Rest Segment — Two hours off the march. Clears Fatigue. Does not clear Lingering Fatigue.
- Sleep Segment — Two hours of uninterrupted sleep. Each Sleep Segment removes 1 Lingering Fatigue. Three Sleep Segments constitute a night's requirement.
Each choice has clear consequences. Travel moves you. Action changes the situation. Rest pays down immediate exertion. Sleep pays down what the road has done to you.