Between Slaying
Dragons: What to do with Downtime?
Travis J. Rodgers
What is Downtime?
Downtime is the time between the characters’ active involvement in adventuring. Downtime can occur if a character is uninvolved in a scene, if the player misses a session, or if the players have reached a natural stopping point before moving onto the next adventure. Additionally, between a session zero and a first session of a campaign, the GM may allow downtime.
Downtime is the time between the characters’ active involvement in adventuring. Downtime can occur if a character is uninvolved in a scene, if the player misses a session, or if the players have reached a natural stopping point before moving onto the next adventure. Additionally, between a session zero and a first session of a campaign, the GM may allow downtime.
Downtime gives players a chance to do things that are
ancillary to, or at least outside the flow of, the campaign proper. The main
desiderata from a gaming point of view are: increasing player enjoyment and
fulfillment, allowing individual pursuits that the group need not be involved
in, affording an opportunity for players who miss a session to contribute
nonetheless to the story, and to minimize what might otherwise be grunt work
(exploring, interrogations, restocking supplies).
Degrees of Freedom
There are three main considerations that affect what can be
done during downtime. The fewer the restrictions on a particular aspect, the
more options in terms of quantity and quality there should be available to the characters.
Time: how much time is available to the characters during
their downtime?
Place: where are the characters and where can they go during
the downtime?
Manner: what are the special resources available to the
character in order to accomplish tasks during the downtime? For instance, if a
character is a member of a guild, that membership should open some avenues that
may not be available to other characters.
Options for Downtime
In essence, the character will be pursuing some sort of
experience or activity in one of the following areas: emotional, environmental,
intellectual, occupational, physical, social, or spiritual. In all cases, the
character can attempt to create, modify, or eliminate something in the process.
These areas have a target; for instance, emotional plays will target a
character’s sentiments. I leave these at a rather coarse-grained focus, because
GMs should tweak these ideas to their particular games, settings, and parties.
EMOTIONAL: Sentiments
Examples: carouse, meditate, therapy
Carousing may increase spirits,
meditation may reduce negative affect, and therapy might convert negative
affect.
ENVIRONMENTAL:
Ecosystem
Examples: construct, cultivate land,
gather resources, hunting
Constructing building, shelters,
and the like can aid, transform, or harm the environment. Cultivation of land
helps replenish the earth; hunting and gathering resources remove something from
the environment.
INTELLECTUAL:
Knowledge
Examples: add spells to your spellbook,
gather info, plan an upcoming adventure, research a spell or fact or lore
Intellectual endeavors mostly end
up increasing or transforming someone’s knowledge base.
OCCUPATIONAL: Work
Examples: craft items, gamble,
perform labor, restock
Crafting, gambling, restocking on
supplies, and performing labor create or redistribute wealth and labor.
PHYSICAL: Health
Examples: heal others, physical
training, rest
Resting,
healing others, and training oneself tends toward improving the target’s
health.
SOCIAL: Connections
Examples: hire workers, recruit for
an organization, replace animal companion, spread rumors, train an animal
These activities focus on social
connections, and though they tend toward fostering or strengthening
connections, one could also fire workers, get rid of an animal companion, and
the like.
SPIRITUAL: Purpose
Examples: lead a group, serve the
gods, vision quest
Spiritual endeavors focus on
clarifying the character’s sense of purpose and goals.
SWOT Analysis
Note that each downtime activity can be handled in a simple
way - it just happens with minimal feedback - or in a more involved way.
Alternatively, if you want to add more involvement and engagement, consider the
SWOT analysis approach to endeavors (Strengths, Weaknesses, Opportunities,
Threats).
Involved Activities
Strengths and Weaknesses: consider what activity promises
internally (those directly involved in it)
Opportunities and Threats: what opportunities might this
activity open up outside the activity itself? what threats might there be to
the activity or what might be opened as a result of it?
Examples
Suppose a character wants to purchase a backup dagger after
losing it in a sorcerer's leg.
Simple: "Okay; you can find a dagger for seven silver
pieces."
Involved: The party member may have a particularly
compelling interpersonal skill that could facilitate the deal, but perhaps the
character is sometimes overly boastful. Then again, the weaponsmith has a job
that needs attending to; although it could be dangerous, the character's
reputation has preceded them around town. Thus, the weaponsmith might happily
throw in the dagger as a down payment for a future side trek (or larger
adventure), possibly creating a foil in the process.
Some Works Referenced
https://geekandsundry.com/extend-your-campaigns-with-these-downtime-activities/
http://www.giantitp.com/forums/showthread.php?513004-My-list-of-downtime-activities
https://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf
http://paizo.com/pathfinderRPG/prd/ultimateCampaign/downtime/downtimeActivities.html
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