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Previous Section: [[05 🔵 Advantage and Disadvantage]]
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# Game Timing
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There are five general measurements used to describe the division of time within the game.
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## Campaign
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A campaign is a complete game focusing on a continuous series of characters or events.
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## Story
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A story is a discrete portion of a narrative that often takes several session to play out. Stories generally have an overall goal or framework, such as "Overthrow the king."
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## Session
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A session is a single evening of gaming, generally encompassing several encounters.
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## Encounter
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Encounters are moments in the game that are especially challenging, intense, and time-sensitive. Most game sessions include at least one encounter, and two to five is standard. Encounters can be Exploration, Social, or Combat.
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All three types of encounters are likely to use the rule systems covered here. Challenges or rules specific to each type of encounter are discussed in their individual sections.
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## Round
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A unit of time used to measure combat encounters. A round normally lasts about 6 seconds in combat situations. The point during a round when you are up in initiative is called your turn.
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## Downtime
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Existing outside the normal game timing there is downtime. This is time between encounters or sessions that pass without roleplaying, which is narrated in an abstract fashion.
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# Next Section
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[[02 🔵 Initiative]]
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