On the topic of time in games, another thing I particularly enjoy about Forbidden Lands is that time outside of dungeon delving has rules that can affect your characters in the future. You all have common actions everyone can do unless you're doing something else and resolves the often looked over traveling conundrum in D&D of "When are we camping and how are we sheltering and feeding ourselves?" You have four phases of the day and if the party chooses to travel they determine how many phases they are traveling and if they're going to stop. You can hard march through the night but it takes a toll on you as it logically should. BUT, when you stop traveling is when the game starts to feel like camping where you start to delegate who is doing what before the sun goes down and people go to sleep.
For example, if you all wake up in the morning and choose to travel through morning and mid-day you've made it maybe five miles. Then you have the afternoon to delegate how everyone prepares for the night. Does the Ranger scout to make sure there are no dangers or do they hunt for food? Does the Fighter set up camp or does he get a fire going? Does the Wizard look for spell ingredients or do they make sure the Blood Mist isn't going to kill everyone in the night? Finally, you have the night phase where you determine who is sleeping and actually getting rest and who is staying up to watch out for whatever the GM just rolled for, or does everyone go to sleep hoping they don't die in the night.
Time becomes just another resource to be spent and arbitrary small tasks are wrapped up in phases that the group has to collaborate on in order to make sure they get where they're going without dying. It's tedious, but the right kind of tedious.