Clues vs Downtime

I've never had any problem getting the players to take downtime. There's research to be done, stuff to sell, stuff to buy, investments to be checked upon, new investments to be made, and usually at least one is married, so they need to log some home life. If its fantasy, their mounts need some rest, if its modern the vehicles need work, if its sci-fi, the ship needs an overhaul.

Every system I use has some sort of stress mechanic which will necessitate regular periods of down time, as well.
 

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kenada

Legend
Supporter
You can hard-force downtime by making them have to train in order to level up. With 5e's stupid-fast level advancement, though, this might not be as workable as it is in a slower-advancing system.
It seems like downtime training should be a solution to the rate of advancement problem. If adventures are separated by periods of downtime, the campaign is going to take place over a longer (and more natural-feeling) timespan. The important thing is designing and running the campaign in a way to make sure this flow (adventure → downtime → adventure → downtime →etc) actually works in play. If the PCs are having to deal with constant threats right away (or perceiving that they do), players going to view downtime and training as an administrative burden.
 


Theory of Games

Disaffected Game Warrior
So I am trying to figure out my next campaign. I would like downtime to be a part of that. However, I tend to make adventures where PCs find clues that lead them to other adventures. If they know where the possible adventures are, most of the players aren't going to want to do downtime. How do other GMs handle getting players from adventure to adventure with downtime in between?
  1. Do they get clues during the downtime?
  2. Do they need downtime to research the clues?
  3. Do you force downtime somehow?
  4. Do you have other ways to make the players aware of possible adventures?
  5. Do you just avoid downtime since it doesn't seem to be what the players want?
  6. Something else?
And please explain your answer so I can maybe get a clue. And note that I haven't got players yet. I'm planning on doing a sandbox (but not so much a hexcrawl) in a small town in the wilderness between two nations on the edge of war, with another nation across some dangerous mountains. But none of that is set in stone.
All Hail ichaBod!
  1. No. I tried clues many years ago and discovered (1) some players don't give a naughty word about clues and (2) sometimes the party won't figure out what the clue means. Which led to me asking myself "Why am I torturing these people?" The party might come across something that makes them think "Something is amiss!" it wasn't intentional on my part that they find anything resembling a clue.
  2. I wouldn't call actively investigating a mystery a "downtime activity". Investigation is part of the action, right? Downtime is perfect for the party & players to strengthen their relationships by like eating dinner together by campfire.
  3. Never force anything. The GM just drives and it's the players who decide the destination. Have this mantra: "I am NOT telling a story."
  4. Sure: Non-Player Characters. Use them to tell the players and their characters everything you want them to know. It's so much better than the immersion-breaking pauses to discuss the setting out of character. Those OOC pauses are ANTI-role-playing. You can present any kind of information using an NPC instead.
  5. Ya think?
  6. It looks like you enjoy investigation in your games, right? D&D is NOT the best "high fantasy" or "sword & sorcery" rpg for that. Take a look at Swords of the Serpentine by Pelgrane Press. That system specifically caters to investigation in fantasy settings.
 

Distracted DM

Distracted DM
Supporter
It seems like downtime training should be a solution to the rate of advancement problem. If adventures are separated by periods of downtime, the campaign is going to take place over a longer (and more natural-feeling) timespan. The important thing is designing and running the campaign in a way to make sure this flow (adventure → downtime → adventure → downtime →etc) actually works in play. If the PCs are having to deal with constant threats right away (or perceiving that they do), players going to view downtime and training as an administrative burden.
Yeah, I accidentally trained my players to treat time as as precious resource, "if we delay any longer then the princess will be sent to another castle! .. Or shot into the sun! And maybe the kidnapping vampire army will grow in size!"
Objective achieved- they know that time is valuable and bad things happen if they squander it!

Oh.. except now they don't even want to detour to a city to spend their loot. They force march often, risking fatigue.
I feel like I gave them PTSD.
That's mostly from Red Hand of Doom.

So if you want downtime, you have to force it down their throats set things up so that they have nothing to do but wait.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
So I am trying to figure out my next campaign. I would like downtime to be a part of that. However, I tend to make adventures where PCs find clues that lead them to other adventures. If they know where the possible adventures are, most of the players aren't going to want to do downtime. How do other GMs handle getting players from adventure to adventure with downtime in between?
  1. Do they get clues during the downtime?
  2. Do they need downtime to research the clues?
  3. Do you force downtime somehow?
  4. Do you have other ways to make the players aware of possible adventures?
  5. Do you just avoid downtime since it doesn't seem to be what the players want?
  6. Something else?
And please explain your answer so I can maybe get a clue. And note that I haven't got players yet. I'm planning on doing a sandbox (but not so much a hexcrawl) in a small town in the wilderness between two nations on the edge of war, with another nation across some dangerous mountains. But none of that is set in stone.
You put this in TTRPGs general. I like how Warhammer Fantasy 4e handles downtime. In my 5e campaigns, I always kitbash downtime activity from a variety of rules spread throughout the PHB, DMG, Xanathar's Guide to Everything (XGE), MCDMs Strongholds & Followers, and an article from an early EN5ider issue on reputation rules and organization dice (EN5ider #256).

Downtime is very important to my games because I run an 8-hour session once a month. Downtime is generally resolved over e-mail between sessions and is a bit a game within a game where players can engage in it as much or little as they want. Warhammer's downtime rules are a lot more steamlined and easier to abstract than the more complicated downtime activities I had in my last 5e campaign. But I'll done a bit of quick roleplaying on the side between sessions within the downtime rules.

Since downtime is more mechanically tied into the rules and game cycle in WFRP this is often resolved during our play sessions more often than in my last 5e campaign. But the difference may have more to do with the fact that my 5e game was a megadungeon campaign that generally had sessions ending with the PCs back at their stronghold. We rarely ended a session in the middle of exploration or combat.

Just for context in WFRP, downtime is called "Between Adventures". The rules are optional, but I think the game works much better with them. During this downtime, there are 4 phases: (1) events, (2) endeavors, and (3) money spent.

In the events phase you roll on random-events table. Each event has a positive or negative mechanical effect. I like the default table in the core rulebook, but you can of course make your own based on the examples given.

In the endeavors phase a PC can make one general or class endeavor per week of downtime, up to a maximum of 3 endeavors (regardless of the amount of downtime). These are basically downtime activities, each being mini subsystems, similar to downtime activities in 5e XGE.

Money to burn. You can spend money to buy things or for endeavors that have a cost. But all of your money is considered spent at the end of the downtime. You start the next adventure with zero money unless you take the banking endeavor and/or income endeavor. The income endeavor is especially important if you are in your 3rd or 4th tier of your career to avoid losing standing in your career.

I like the WFRP between-adventure rules because they are quick to resolve and have a lot of flavor and create a lot of adventure hooks.

Your QuestionD&D 5eWarhammer 4e
Do they get clues during the downtime?
Do they need downtime to research?
Yes. They certainly can. They don't HAVE to use downtime to research, but typically that is when it happens as it isn't often fun to role play that. Generally, clues are encountered through active roleplay and research done during downtime. But PCs can spend downtime to look for investigate for more clues and they can do research during an adventure if it makes sense.

In addition to me just narrating a enounter or message one or more players receive during downtime, I used the following rules in my game:

From XGE, downtime rules for carousing & research.

If they have accrued enough reputation points (using the organization dice rules from the EN5ider article with some tweaks) they can spend it to "call in a favor"
There are several general and class endeavors in WFRP4e's "Between Adventures" rules that are "research."
"Research Lore"
"The Latest News"
"Study a Mark"
"Unusual learning"
Arguably, "Invent" is another.


Do you force downtime somehow?
Only in my last campaign, in order to get their stronghold abilities refreshed, they would have to take an "extended rest" at their stronghold taking care of things there (under MCDM Strongholds & Followers rules).

Also I had training rules and costs. PCs could only level up during downtime.

In my prior campaigns, downtime was optional.
Yes. Mostly where it makes narrative sense. Right now it is easy because they are living in a city and their adventures are generally short. Also, the grittier rules regarding healing, resources, the importance of maintaining status, and the far more debilitating rules for disease and weather in WFRP vs. 5e makes downtime far more important.
Do you have other ways to make the players aware of possible adventures?
Mostly come through play. Generally downtime helps with side quests or things to help or create complications with their current objectives. This campaign started with a hard railroad meant to get them used to the mechanics. Kinda like a tutorial for the first few sessions. But during these first few sessions, they are presented a lot of hooks and clues. So far the clues and hooks have not come from downtime. But some events would lead to new adventures or side adventures if rolled. Also, if the players take certain endeavors it could lead to new adventures.
Do you just avoid downtime since it doesn't seem to be what the players want?
Yes. On a player to player basis. Since we generally ended sessions on downtime, between sessions there were two players who would be very engaged in downtime. Very long e-mail exchanges and the occasional short one-on-one session. The other two regular players didn't do this and I didn't force it on them. Often, however, at the beginning of my session all of the players would resolve some quick downtime activities as prep for their mission. But these were generally simpler and quick to resolve activities like the activities in the XGE downtime activities or the gather intel activity for thieves with their own establishments under the MCDM Strongholds & Followers rules. No. Although they are optional rules in WFRP4e, it doesn't work to apply to only some players and not others. Also, I think they really add to the game and I don't consider them optional for the games I run. But they resolve quickly and are easy to do as a group and so far all the players seem to be enjoying it.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
My best ever job as a GM was in a supers game set in 1900 as imagined by HG Wells, Jules Verne, etc.- essentially, I used the Space: 1889 setting and expanded it. The heroes were all agents of an agency called G.A.I.A., with jurisdiction on Earth, Mars, Venus & the Moon.

Besides 100% player buy-in, one of the features that made the campaign work so well was an infra-agency newsletter (made in a desktop publishing program). In it, there would be a recap of the events of the last session, plus all kinds of rumors/news of things going on in the setting. I posted it on our host’s game room corkboard.

That newsletter kept players engaged between sessions, simulating hypotheses about what was going on, which created a feedback loop involving table talk & idle gossip, which let ME gauge player interest in possible plot lines…and sometimes giving me better ideas about the world than I had written on my own.

IMHO, it worked better than “overheard rumors” and similar devices because it was in a “permanent” form that let the players ponder things.
 
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As a player, I like when a DM seeds the world with rumours. Then I can try to get more details about them, spend money to find out more. I like it when the DM just says, "It will take one week or less time with more money or a good roll to find out more"

I don't want to RP the entire week.

I like it when I can say, "I want to find a magic sword of legend. Is there any rumours about that?" And the DM can give us an adventure to find something. Maybe it's not a legendary sword that I was hoping for but it's something special to adventure towards. Maybe this takes time, maybe we have to follow leads. It could even be a series of adventures.

I don't mind if a DM says, "It takes a few days to restock your gear because supplies need to come in."

All the above is dependent on whether there is a time crunch. In our last adventure, did we find out some children were captured by cultist and will be sacrificed to some dark god? It's unlikely we will spend a week researching that magic sword. We will go save kids asap.

Running against the clock can be fun but, after a while, it gets tiresome and you just want to do your own thing that isn't a world-ending run against time. So, provide breaks in the action and players will engage with clues and seeded content.
 
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DEFCON 1

Legend
Supporter
I don't use Downtime (as a discreet "thing" that fast-forwards the world) as we always just continue to roleplay the periods of time between adventures. An adventure ends, the group goes somewhere, and then they do whatever it is they wish to do still in-character as they arrive. So there's no "Okay, we are now in the Downtime phase, what do you wish to do with it?" for which they state their character's actions in 3rd person. So something like research or gathering clues is them actually going as their PCs in "real-time" to the places where would find as such and we RP the gathering of it.
 

Distracted DM

Distracted DM
Supporter
I don't use Downtime (as a discreet "thing" that fast-forwards the world) as we always just continue to roleplay the periods of time between adventures. An adventure ends, the group goes somewhere, and then they do whatever it is they wish to do still in-character as they arrive. So there's no "Okay, we are now in the Downtime phase, what do you wish to do with it?" for which they state their character's actions in 3rd person. So something like research or gathering clues is them actually going as their PCs in "real-time" to the places where would find as such and we RP the gathering of it.
How do y'all pass weeks or months at rest without stepping back and saying "OK ### amount of time is passing, what do you do with it?" With each day being taken one at a time for each player, each possibly being a different activity, that sounds like a real pain.
 

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