Time is very flexible in tabletop roleplaying games. Days of travel can be followed by seconds of fighting followed by an hour of conversation and planning. All taking an equal amount of time at the table.
Most important thing about time becomes; What changes when time passes? Mechanically three concepts are used to measure this change; Round, Significant Time and Long Time.
Round
Round is used when consequences of time passing are immediate, dire and exact order of events is important. Most commonly used in conflict.
At the start of every Round Bearer may make Trouble Check for immediate changes. For example fire spreading or an adversary regaining use of a powerful ability.
Significant Time
Enough time to recover, dedicate to a task or channel a Ritual.
• Gain Advantage on a Test
• Rest
• Ritual magic
Significant Time passing will create minor changes. New beings may enter the area, light sources burn out etc.
Bearer will make a Trouble Check for these changes.
Long Time
Enough time to heal wounds and dedicate yourself to craft, studies or plots.
• Take Downtime
• Journey a great distance
Characters require food when Long Time passes. Otherwise they make Vigor Burden Test against Starvation.
Long Time passing will create major changes.
Bearer will make a Trouble Check for changes that affect the Adventurers directly.
Timers
Bearer may keep Timers to track approach of significant events. These will advance when Round, Significant or Long Time passes.