The word “turn” does seem to be used interchangeably throughout the OD&D rule books to mean different things at different times, i.e. a turn of movement in a dungeon, a turn of combat and even a turn of movement in the wilderness. This doesn’t pose much of a problem in most cases, but one example of when it does is in determining a spells duration. Many of the spells listed in Men & Magic provide a duration in turns that the effects of the spell are supposed to last, but there is no clear indication of whether each of these turns represents a 10 minute turn or so many rounds/turns of combat. OD&D Spell Duration - How Long is a Turn? To help unravel this problem I think it’s necessary to look at what Gary Gygax says about time in both OD&D, AD&D and CHAINMAIL so we have a basis for comparison as all three works are detailed under the same author and contain several of the same spells. I think Gary expresses it quite clearly in the AD&D Player’s Handbook. “In adve...
Typically in old school Dungeons & Dragons games it takes a full turn (usually 10 minutes of game time) to search a 10' by 10' space. The player will tell the Dungeon Master which area they want to search and the Dungeon Master will describe (if anything) what has been found. This is straight forward enough, but who could this possibly work in a solo game of D&D in which everything is randomly generated? Searching a Dungeon Room in a Solo D&D Game The Judges Guild handled this problem quite well with their searching method described in the 1978 Ready Reference Sheets. This method handles the problem by allowing a roll on a table which may result in treasure, a trap, a secret passage, a wandering monster, a sound, a clue, a combination of any of these or nothing at all. The table may also result in what is called a "finding roll" which at the Dungeon Master's discretion can allow a roll on a sub table to see what mundane item is found. When rolling on t...