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General Tabletop Discussion
*Dungeons & Dragons
Downtime: When, How, and How Much?
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<blockquote data-quote="touc" data-source="post: 7876372" data-attributes="member: 19270"><p>For the OP: It depends on the campaign, but by default I prefer players to initiate downtime ideas as I don't like a "list" or the term as it suggests, by having a list, there aren't rules or options for anything else. Yet, I know players may be shy to initiate, not wanting to guess at what's allowed and not. It might not cross their mind that they are allowed, by the rules, to become proficient in a skill or tool with enough time and study. As a DM, it might better be implemented by dropping hints into the game such as: <em>"the sage Filani spots you browsing through the library as you were waiting to speak with her. She mentions that she tutors aspiring students, and if you're interested in learning about ancient history, she can teach you, for a fee of course." </em></p><p></p><p>If we can get a few of these ideas dropped into the game, it lets players initiate the activity.</p><p></p><p>And, of course, it depends on the campaign. When running <em> Curse of Strahd, </em>everyone knew in advance we weren't going to be taking time to make items or the like. It wasn't the time or place. And, if you're on a time crunch (like <em>Strahd </em>should be), taking weeks out to train, carouse, or learn a new skill while Charlie is out in the jungle getting stronger isn't an option.</p><p></p><p>But, my next campaign is likely to be a <em> Kingmaker</em> conversion. Tons of "downtime" will be involved. I'll have to decide if magic item creation is permitted (e.g. do I drop lost lore for crafting something awesome that will take many levels to find ingredients for early on?) I'll want to think about training costs, which really are a way to bleed wealth from players and make that gold feel useful. I'll have to be ready with some "kingdom events" and local scandals. In that case, downtime will come to the players, whether they want it or not. </p><p></p><p>So, in summary, it's a mixed bag, but I'd prefer to drop hints, roleplay it, and let the players "make the list" over time of what they do in their free time instead of providing one.</p></blockquote><p></p>
[QUOTE="touc, post: 7876372, member: 19270"] For the OP: It depends on the campaign, but by default I prefer players to initiate downtime ideas as I don't like a "list" or the term as it suggests, by having a list, there aren't rules or options for anything else. Yet, I know players may be shy to initiate, not wanting to guess at what's allowed and not. It might not cross their mind that they are allowed, by the rules, to become proficient in a skill or tool with enough time and study. As a DM, it might better be implemented by dropping hints into the game such as: [I]"the sage Filani spots you browsing through the library as you were waiting to speak with her. She mentions that she tutors aspiring students, and if you're interested in learning about ancient history, she can teach you, for a fee of course." [/I] If we can get a few of these ideas dropped into the game, it lets players initiate the activity. And, of course, it depends on the campaign. When running [I] Curse of Strahd, [/I]everyone knew in advance we weren't going to be taking time to make items or the like. It wasn't the time or place. And, if you're on a time crunch (like [I]Strahd [/I]should be), taking weeks out to train, carouse, or learn a new skill while Charlie is out in the jungle getting stronger isn't an option. But, my next campaign is likely to be a [I] Kingmaker[/I] conversion. Tons of "downtime" will be involved. I'll have to decide if magic item creation is permitted (e.g. do I drop lost lore for crafting something awesome that will take many levels to find ingredients for early on?) I'll want to think about training costs, which really are a way to bleed wealth from players and make that gold feel useful. I'll have to be ready with some "kingdom events" and local scandals. In that case, downtime will come to the players, whether they want it or not. So, in summary, it's a mixed bag, but I'd prefer to drop hints, roleplay it, and let the players "make the list" over time of what they do in their free time instead of providing one. [/QUOTE]
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Downtime: When, How, and How Much?
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