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Downtime Rules - loads of fun!
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<blockquote data-quote="Fenris-77" data-source="post: 7964484" data-attributes="member: 6993955"><p>Every character gets two downtime actions, each of which effects the game in different ways. You can train, reduce stress, heal, reduce how wanted your crew is, craft things, gather information etc. All of the results feed back into improving your character or crew, or have a positive impact on your crew's next job. The mechanics are generally a single roll of some kind that either has an immediate effect or fills a project clock for progress toward a greater goal.</p><p></p><p>The reason I like it so much is how tightly the downtime is woven into the larger fiction - it all matters, some of it crucially. By comparison the effects of D&Ds downtime system are a little nebulous and limited.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7964484, member: 6993955"] Every character gets two downtime actions, each of which effects the game in different ways. You can train, reduce stress, heal, reduce how wanted your crew is, craft things, gather information etc. All of the results feed back into improving your character or crew, or have a positive impact on your crew's next job. The mechanics are generally a single roll of some kind that either has an immediate effect or fills a project clock for progress toward a greater goal. The reason I like it so much is how tightly the downtime is woven into the larger fiction - it all matters, some of it crucially. By comparison the effects of D&Ds downtime system are a little nebulous and limited. [/QUOTE]
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Downtime Rules - loads of fun!
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