I know this is a bit off from board games, but I thought the design concept is still applicable.
In the Sci-Fi Pencil/Paper RPG I have been designing I have had a couple of problems incorporating some of my mechanics that depend on the passage of time, especcially in my physical condition system.
Example: A player has taken 3 points of bleeding damage, of which will slowly drain away hp until enough time has past for it to be healed or if somebody uses bandages on them. However I can only think of this working if I keep track of everything the players do, and how much time it would take, or if the entire game is in a turn-based combat mode, but I do like it how in a pencil and paper game the passage of time need not be constant.
Some things, such as short term vitality points, regenerate completely if you aren't in combat, but other stats don't regenerate so quickly.
Should I scrap the mechanics that are time based, or can somebody give me some hint on how to solve this?
I guess that could work.
In the list of conditions I might have
5 points of bleeding damage : -5 hp / hour
And the game master decides when an hour has gone by.