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Experience Point: Downtime
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<blockquote data-quote="Radiating Gnome" data-source="post: 7650359" data-attributes="member: 150"><p>I've tinkered with all kinds of downtime rules in the past. In our 3.5 days, I wrote out an elaborate system that never got any traction in our home game -- my players put up with it for a little while to humor me, but it was clearly not a big hit. </p><p></p><p>I think the most interesting potential worth exploring during downtime is intra-party relationships. I brought this up in my column last week about the Walking Dead -- the down time the group has in the Prison (3rd season) is when they're safe enough for the problems they have with each other to come to the surface -- while the party is out taking on the walkers and the bad guys, they all have to pull together. So, there's an opportunity during down time for very different sorts of action -- but how you play that out, if at all, is pretty tricky because it pits PCs against each other (even if those conflicts never devolve into swordplay). </p><p></p><p>An idea for a sort of light touch that gets close to this would be the <a href="http://www.peginc.com/freebies/SWcore/SWDUpdates_Interludes.pdf" target="_blank">Interlude</a> system from Savage Worlds. The idea there is that when there's a quiet moment in the game -- PCs around a campfire, etc -- one of the PCs is selected to tell a story from their past. This could be adapted to handle what happened in the down-time between sessions pretty easily -- and might even borrow a little from Fiasco to combine PCs into some downtime scenes you can play out quickly between sessions. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7650359, member: 150"] I've tinkered with all kinds of downtime rules in the past. In our 3.5 days, I wrote out an elaborate system that never got any traction in our home game -- my players put up with it for a little while to humor me, but it was clearly not a big hit. I think the most interesting potential worth exploring during downtime is intra-party relationships. I brought this up in my column last week about the Walking Dead -- the down time the group has in the Prison (3rd season) is when they're safe enough for the problems they have with each other to come to the surface -- while the party is out taking on the walkers and the bad guys, they all have to pull together. So, there's an opportunity during down time for very different sorts of action -- but how you play that out, if at all, is pretty tricky because it pits PCs against each other (even if those conflicts never devolve into swordplay). An idea for a sort of light touch that gets close to this would be the [URL="http://www.peginc.com/freebies/SWcore/SWDUpdates_Interludes.pdf"]Interlude[/URL] system from Savage Worlds. The idea there is that when there's a quiet moment in the game -- PCs around a campfire, etc -- one of the PCs is selected to tell a story from their past. This could be adapted to handle what happened in the down-time between sessions pretty easily -- and might even borrow a little from Fiasco to combine PCs into some downtime scenes you can play out quickly between sessions. -rg [/QUOTE]
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