Emiricol
Registered User
I have, over the years, come to the conclusion that roleplaying shopping is not the most fun I've ever had. I'll make my group roleplay downtime only as a means to introduce plot hooks, clues and such, not as a trip to Wal-Mart. For that, they just tell me what they want and then I tell them what they can get. (Potent magic items being an exception of course - those they find, or contract someone for).
On the other hand, in my campaign the game advances one season every six real weeks, so after adventures is when they catch up to the timeline. The party has to come back with sheet updated for generic income and upkeep (using the DMG rules for upkeep), as well as an event they experienced and an NPC they encountered, during the downtime. Once they had six months of game downtime. It forces them to have lives outside the dungeon, gives me plot hooks and ideas, and makes the PCs seem more alive to the players.
But thats not the kind of downtime the thread starter is talking about
On the other hand, in my campaign the game advances one season every six real weeks, so after adventures is when they catch up to the timeline. The party has to come back with sheet updated for generic income and upkeep (using the DMG rules for upkeep), as well as an event they experienced and an NPC they encountered, during the downtime. Once they had six months of game downtime. It forces them to have lives outside the dungeon, gives me plot hooks and ideas, and makes the PCs seem more alive to the players.
But thats not the kind of downtime the thread starter is talking about
