home / skills / simhacker / moollm / time
This skill helps you reason about simulation turns versus LLM iterations, clarifying timing and pacing for game-like narratives.
npx playbooks add skill simhacker/moollm --skill timeReview the files below or copy the command above to add this skill to your agents.
---
name: time
description: "Motto: Time flows as the story requires."
license: MIT
tier: 1
allowed-tools:
- read_file
- write_file
related: [simulation, adventure, buff, needs, action-queue, speed-of-light, session-log]
tags: [moollm, turns, duration, narrative, flow]
---
# Time Skill
Simulation turns vs LLM iterations.
**Motto:** *"Time flows as the story requires."*
## Key Concepts
- **Simulation turns** — Game time, what mechanics track
- **LLM iterations** — Meta-level, one response
- **They're not the same!** One LLM response might be 0, 1, or many turns
## Turn Definition
| Action | Turns |
|--------|-------|
| GO NORTH | 1 |
| PAT TERPIE | 1 |
| LOOK | 0 |
| INVENTORY | 0 |
| Pet all 8 kittens | 8 |
| Take a nap | ~10 |
## Duration Types
- **Turns** — X simulation turns (primary unit)
- **Conditional** — Until condition met
- **While present** — While in location/with item
- **Permanent** — Until explicitly removed
## See Also
- [buff](../buff/) — Buff durations use simulation turns
- [needs](../needs/) — Needs decay over simulation turns
This skill models the relationship between game simulation time (turns) and language model iterations. It makes explicit that an LLM response is a meta-level event and can correspond to zero, one, or many simulation turns. Motto: "Time flows as the story requires."
The skill classifies actions by how many simulation turns they consume and by duration type. Simple commands like movement or discrete interactions consume one or more turns, while informational commands consume zero turns. It also supports duration types such as fixed turns, conditional durations, while-present durations, and permanent effects.
Can one LLM response map to multiple turns?
Yes. A single response can represent many simulation turns when the narrative advances time or summarizes extended actions.
Should LOOK always cost zero turns?
Generally yes—reserve zero-turn commands for information-only queries to prevent accidental progression, unless you intentionally want observation to consume time.
How do I choose between fixed and conditional durations?
Use fixed durations for predictable effects and conditional durations when the effect should end based on in-world events or player actions.