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<blockquote data-quote="tbiaslorin" data-source="post: 3296031" data-attributes="member: 48175"><p>Between each session, I generally have game-time progress at the same speed as real-time (unless they stopped in the middle of a tight spot). Thus, there is typically 2 weeks of downtime between each game that I allow them to fill up with whatever activities they want to attempt. When possible, I try to give their characters a direct benefit (or potential benefit) by their actions.</p><p></p><p>For example, one player started trying to randomly craft leather items at 1st level, and still does so often (now at 11th). I made all of the craft skills like other skills, and he can attempt to craft an item every 3 or 4 days of downtime (based on complexity and assuming he has access to materials and tools). He makes a DC check as normal to determine whether he does so successfully. If he rolls well, he gets the item he was shooting for; if he rolls very well, he may even get another half or full skill point in the craft. Additionally, the party members can try to research various things, from new spells to locations of magic items or lairs of powerful monsters.</p><p></p><p>This is part of a system of allowing players to improve certain stats or abilities (outside of levelling) due to ingame actions, and I've found that it is a great motivator to keep them thinking about what their characters do during their downtime. Providing items or money by doing particular things like the quests mentioned is a great idea, and I will probably expand my system with it. However, I think the best motivator for almost anything is character progression, even if it is just a skill point in leathercrafting, woodcarving, singing or lore. </p><p></p><p>The first 30 minutes or so of each session is dedicated to rolling and resolving these little side-activities, and the players love them. One player regularly tries to recruit for the local militia and his church, one does the forementioned leathercrafting, one likes to have his character look for herbs and other alchemical components, and one has recently taken up blacksmithing. I tend not to limit them to what they can try, so sometimes they will surprise me, such as the Druid spending his time consecrating a patch of salted earth or a player trying to bond with one of a town's Hippogriff chicks. </p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="tbiaslorin, post: 3296031, member: 48175"] Between each session, I generally have game-time progress at the same speed as real-time (unless they stopped in the middle of a tight spot). Thus, there is typically 2 weeks of downtime between each game that I allow them to fill up with whatever activities they want to attempt. When possible, I try to give their characters a direct benefit (or potential benefit) by their actions. For example, one player started trying to randomly craft leather items at 1st level, and still does so often (now at 11th). I made all of the craft skills like other skills, and he can attempt to craft an item every 3 or 4 days of downtime (based on complexity and assuming he has access to materials and tools). He makes a DC check as normal to determine whether he does so successfully. If he rolls well, he gets the item he was shooting for; if he rolls very well, he may even get another half or full skill point in the craft. Additionally, the party members can try to research various things, from new spells to locations of magic items or lairs of powerful monsters. This is part of a system of allowing players to improve certain stats or abilities (outside of levelling) due to ingame actions, and I've found that it is a great motivator to keep them thinking about what their characters do during their downtime. Providing items or money by doing particular things like the quests mentioned is a great idea, and I will probably expand my system with it. However, I think the best motivator for almost anything is character progression, even if it is just a skill point in leathercrafting, woodcarving, singing or lore. The first 30 minutes or so of each session is dedicated to rolling and resolving these little side-activities, and the players love them. One player regularly tries to recruit for the local militia and his church, one does the forementioned leathercrafting, one likes to have his character look for herbs and other alchemical components, and one has recently taken up blacksmithing. I tend not to limit them to what they can try, so sometimes they will surprise me, such as the Druid spending his time consecrating a patch of salted earth or a player trying to bond with one of a town's Hippogriff chicks. Thanks! [/QUOTE]
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