Downtime
Downtime
#downtime
See also:
DC: 15
HRS: 60
COST: NO
Other examples: Learning the ranger hunter subclass -> go hunt an
animal. Learn the arcane trickster rogue subclass -> learning
spellcasting from a spellcaster. Fix a gun.
So, let's say that your Rogue, as part of their backstory, used to be part of
a nefarious Thieves Guild that didn't have any sense of moral code. They
stole from anywhere that they could, and the only thing that concerned
them was the weight of the things that they were trying to pick up and
steal. And your Rogue realized that this is wrong, like, "We shouldn't be
taking advantage of the innocent and marginalized and the people that
can't defend themselves. We should be helping them and protecting
them." And so your Rogue is on this journey of atonement and redemption
over the course of the campaign. Using downtime as an opportunity to
explore that, have the Rogue go make contact with some old people that
they knew were loosely associated with the Thieves Guild and try to bring
them onto their side of thinking, try to get them to walk away from the
thieves guilt, or even trying to make plans to make a direct attack on the
Thieves Guild or undercut an operation that they have coming up. Or, and
this might venture more into like potential personal adventures down the
road, but they can begin exploring stealing back some of the things that
they stole, taking the fight directly to the old Thieves Guild to take some of
the gold, some of the treasured possessions, and give them back to those
people that they took advantage of in the past.
And you might have a player at your table that just does not enjoy
engaging this type of stuff during the sessions. If they've never done it
before, if you've never done it before, I would encourage you to give it a
shot for the aforementioned reasons and the reasons that we're going to
be talking about for the rest of this video. But if you have somebody that
just does not enjoy engaging in that stuff, you're setting up the proper
expectations for them to where they're not going to be sitting at the table
itching to get going, thinking that there is an end to all of this nonsense.
They know going into the session, "Hey, some players want to do some
downtime activities, and once those are wrapped up, we will move on, but
we're going to kick off with those type of activities."
Lastly, remember that you're part of a team. While it is fun to explore your
character's personal stories during your downtime, it can be equally as fun
and rewarding to weave your stories together. Perhaps you are in the
party with this rug that we mentioned earlier in the video that's on a path
to redemption and atonement. You play a cleric who is happy to see the
Rogue on this path and you want to encourage them. Now sure, you have
a shrine thing that you want to do and some other, like, prayer-like clerky
stuff, and also you have a hobby where you like to go play chess in the
park, but you decide for this downtime, "I'm going to, for my downtime
slot, seek out the Rogue and I'm just gonna have a conversation with
them about, 'Hey, I'm really proud of the work that you're doing. I'm proud
of the progress that you're making, and I know that when it comes to
morality and what's right and wrong, we don't often see eye to eye, but to
help you on this path, I'm willing to meet you in the middle. What, what do
you need from me? There are obviously some lines that I'm unwilling to
cross, but there's some grayness in my deity's domain to where I might be
able to push the envelope a little bit in order to help you on this path.'"
That can be such a great story. And the next time downtime comes up,
maybe when the Rogue player steps up to say what they want to do for
their downtime, they can turn to you and be like, "Hey, I think it would be
really cool if our characters work together during this downtime for my
personal thing." And then that's going to be a much more fulfilling and
rewarding scene because now the party is coming together in a little way.
First things first, the simplest one: engage in some fun role-playing
conversations, either around the campfire as you all are settling down to
take a long rest after a day of journeying through the woods or when
you're sitting down to have a meal together. And take the opportunity to
just share adventuring stories, communicate your backstory in-character
to your fellow party members, or engage in friendly banter about what
went wrong on the last adventure in a very playful and jovial kind of way.
Conversations can reveal new layers to the various characters around the
table and create a good sense of camaraderie within the party.
Another great way to enhance the group dynamics within your party is to
introduce group projects that the party needs to work on together, whether
it's opening a tavern as an additional revenue stream because they have
all this gold and they just want to invest it in something that can generate
more gold, and all the party's different skills can be applied to running the
tavern in a unique way. Or maybe the party wants to build a hideout or a
secret base that they can plan the rest of their moves during the
campaign from, and the party's different skill sets can lend themselves to
the different accommodations and aspects of this hideout, with the Rogue
developing a spy network, The Fighter training up the guards, the wizard
making the arcane laboratory and the magical defenses. It's these
projects not only serve a practical purpose, but they also give a sense of
unity and shared purpose to your group.
First up, let's talk about NPCs. Now, it's a blast to talk to the quest-givers
and the important story figures in your game world, but don't forget about
the smaller, more intimate moments that you can have with characters
that don't have any larger significance to the story. Use downtime to strike
up conversations with local town's folk, merchants, and other background
characters, and you'll be shocked at the wealth of information that you can
get from these non-player characters. And depending on how your GM
handles it, these conversations can lead to new allies, contacts, or even
side quests down the road. For example, your character might take the
time to get to know the local blacksmith in town and ask them, "Hey, I've
always had an interest in learning smithing. Can I watch and, like, work
with you and you take some time to teach me? I'm more than willing to
pay for your time." And over the course of the time that they're spending
with this dwarf blacksmith, they learn that this dwarf's style is actually
hearkening back to an older time for his people that they feel like is a lost
art and that just isn't as highly regarded anymore. And in order to actually
be able to do this style in the way that they want to, there's actually a
specialized hammer that—it's all the molds have been lost, it's impossible
to make it anymore. He's read about it, but there's no actual physical
descriptions of this style of hammering. If only they had that, then they
could really dive into their passion and what they want to do. Then maybe
the player character says, "Hey, there's an ancient Dwarf Mine that we
were near during the last adventure, gang. Maybe in order to help out the
blacksmith, we could delve down there and see if we can find some of the
old smithing materials. It'd go a long way to making him happy, and
maybe we can get discounted armor down the road, who knows?" But it
can lead to exciting and engaging stories.
Exploring the lore of the world is another fantastic use of your downtime,
whether it's studying ancient tomes that discuss an artifact that you
discovered on the last adventure, or talking to local merchants about the
trade routes that used to be utilized in between the towns before the war
happened, or they spend their nights at the tavern listening to stories of
legendary heroes and their battles in a time gone by. Spending this time
engaging with the lore of the world can actually provide greater context for
the campaign and the adventures the players are taking part in, which can
make things more exciting and, once again, more immersive. And
additionally, you can use downtime to interact with your character's
actions and the larger world. Maybe The Bard, in trying to learn some new
music and see what other songs are out there, comes across a song
about their party and the adventures that they did, like, three towns over—
that there's now a bard over there writing songs about what the party did.
Or the Druid can seek out members of other circles and start creating a
network of Druids that, while they don't all practice the same style of Druid
craft, they can work together to preserve nature throughout the world.
I know you're thinking, "That all sounds great, Eric, but what if my DM
doesn't have any of this stuff planned because they don't know that I'm
planning on doing all these cool downtime activities?" Once again,
another great question. Keep them coming. But like we talked about
before, communication is key when trying to engage in this type of
gameplay. Your GM has to know that this is what you're wanting to do
next session so that they can appropriately plan. Some GMs are really
good at improv. Some GMs can pull these type of story beats out from
nowhere and be able to make you think that they had this planned all
along. But do your GM a favor: let them know that you're wanting to do
some of these things during the downtime that you all have between
adventures. Plus, this is a chance for you and the GM to collaborate on
things like world-building or your character's development so that things
can be more engaging and holistic for everyone at the table. If you want to
research an artifact during your downtime, letting the GM know will allow
them to not only develop their own lore about the artifact or discover the
setting's lore about that artifact, but they can also potentially plan a side
quest or a mini-adventure surrounding your research, presenting new
stories and challenges for the whole group.
Personal Bonding & Scene Etiquette
We talked a little bit about earlier developing your characters' bonds
together through shared activities, but I did want to take another
opportunity to circle back around to personal bonding with other party
members, which I do think is a completely separate thing. Downtime
provides an opportunity for party members to not only bond as a whole
but have meaningful one-on-one interactions to develop strong party
relationships.
Alternatively, you could even develop, if the players want to, a mentor-
mentee relationship. Perhaps the party sorcerer, who's a wild magic
sorcerer, is having a hard time controlling their magic, and so they seek
out the party's Druid who seems to have a much more calm, collected,
serene demeanor when they're casting. And they seek out, "How do I gain
that level of understanding of how my magic works? How do I calm my
mind in order to control this magic that I have?" It might not bear any fruit
mechanically, but it's an interesting narrative relationship.
But try to find the balance between planning and improvisation. You don't
want to script out the scene word for word. I would encourage you to
come up with the prompt for the scene together. "Hey, I want to talk about
our characters' shared relationship regarding the Temple of the Silver
Moon." "Okay, yeah, my character is really ingrained into it and had a
really positive experience, so if your character had a negative experience,
maybe it can be a revelatory thing for my character to realize that not
everybody had the same experience as them." And the player controlling
the rogue can be like, "Totally, and I think my character will also have a
similar kind of response to, 'Oh, some people actually find meaning and
purpose in this.'" And then leave it at that. Let the scene play out beyond
that start, obviously at the beginning of the conversation, but then once
you hit that point where you've reacted, then get into the improvisation,
because both of you are bought in, you've established boundaries, and
you know where the scene is going. So then you can have fun riffing off
each other and seeing where the scene will develop spontaneously.
Quick caveat that's not in the script, though: if you're at a table and two
players are having a really cool bonding scene like this, they probably
talked about it and planned it out, or at the very least, feel comfortable
having a scene like this together. Your character should not just walk into
the room or pop on by and insert themselves in the scene. Respect what
other players have set up. And this is different for every table. Some
tables, it's much more open and fine with people interjecting themselves
into scenes, but at the very least, you should, at a time that makes sense
where there's a lull in the role-play, ask, "Hey, I feel like my character
would have something interesting to contribute to this scene. Is it okay if I
come in?" And if you are on the other side of that question, feel
comfortable and empowered in saying no. If you have a specific idea for a
scene that you're role-playing with another character, developing a bond
with them, have the trust at the table to where the other player will
understand if you say, "I really want to focus on what we're doing here,
and then maybe in the next scene we can introduce your character."
Conclusion
There you have it. Keep in mind that the biggest thing for maximizing your
downtime in a tabletop role-playing game session is communication.
Communicate with your GM, your fellow players, about what you want to
do, who you want to do it with, and what you would like to get out of those
scenes. These can introduce a new level of depth and vulnerability to your
characters and the stories that they are telling, both individually and as a
group. And if you want some more ideas on more advanced player
techniques, then go check out the video right there.