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Downtime Activities

Seção Downtime Scenes
Core p. 248

Texto

At the start of each downtime scene, each player chooses the downtime activity that their character is pursuing. Downtime activities are meant to help give players clear options for their characters during downtime scenes.

What Can Be Accomplished

in a Downtime Scene?

Not all activities are suitable to all downtime scenes. For example, a downtime scene that consists of an hour or two before the player characters storm a castle to rescue a friend would accommodate one PC gathering necessary supplies for the break-in (a ladder, rope, and disguises) or another’s efforts to gather local malcontents to assist in the effort. However, that same downtime scene would likely not be long enough for another PC’s effort to forge a sword, as this is an extremely lengthy process. As in all matters, the GM is the final arbiter of whether an activity can reasonably be completed during a particular downtime scene.

Long Downtime Scenes

During especially lengthy downtime scenes (those longer than two days), each PC might be able to pursue multiple different downtime activities sequentially. As a general rule of thumb, the GM should allow each PC to pursue one downtime activity for every two days of downtime—though at the GM’s discretion, a character might be able to squeeze in an extra activity if they sacrifice sleeping and other necessities. In contrast, downtime scenes dedicated to arduous activities such as travel might not give the PCs an opportunity to perform any downtime activities besides the act of traveling itself, or at least such a scene would limit their options.

Extremely Long Narrative Gaps

If the GM wants to have an extremely long time-skip within the story (a month or more), the GM should simply stipulate that the time passes, though they should perhaps let the players describe what their characters do during this extended period of inaction and allocate a small amount of experience points to the PCs for their activities to reflect their growth in the interim. Such gaps are a good opportunity for PCs to pursue their societal obligations, return to their dōjō for training, or undertake individual endeavors that do not involve the larger group.

Texto do livro

Core Rulebook · Chapter 6: Scenes and Conflicts › Downtime Scenes › Downtime Activities · p. 248

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At the start of each downtime scene, each player chooses the downtime activity that their character is pursuing. Downtime activities are meant to help give players clear options for their characters during downtime scenes.

What Can Be Accomplished

in a Downtime Scene?

Not all activities are suitable to all downtime scenes. For example, a downtime scene that consists of an hour or two before the player characters storm a castle to rescue a friend would accommodate one PC gathering necessary supplies for the break-in (a ladder, rope, and disguises) or another’s efforts to gather local malcontents to assist in the effort. However, that same downtime scene would likely not be long enough for another PC’s effort to forge a sword, as this is an extremely lengthy process. As in all matters, the GM is the final arbiter of whether an activity can reasonably be completed during a particular downtime scene.

Long Downtime Scenes

During especially lengthy downtime scenes (those longer than two days), each PC might be able to pursue multiple different downtime activities sequentially. As a general rule of thumb, the GM should allow each PC to pursue one downtime activity for every two days of downtime—though at the GM’s discretion, a character might be able to squeeze in an extra activity if they sacrifice sleeping and other necessities. In contrast, downtime scenes dedicated to arduous activities such as travel might not give the PCs an opportunity to perform any downtime activities besides the act of traveling itself, or at least such a scene would limit their options.

Extremely Long Narrative Gaps

If the GM wants to have an extremely long time-skip within the story (a month or more), the GM should simply stipulate that the time passes, though they should perhaps let the players describe what their characters do during this extended period of inaction and allocate a small amount of experience points to the PCs for their activities to reflect their growth in the interim. Such gaps are a good opportunity for PCs to pursue their societal obligations, return to their dōjō for training, or undertake individual endeavors that do not involve the larger group.