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Verified Commit 364802ed authored by Malin Freeborn's avatar Malin Freeborn
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create gm downtime standards

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......@@ -44,6 +44,45 @@ For example, if a player says `If I charge round a corner, rather than a straigh
No rules will work all of the time, but by following a literal interpretation of the rules whenever possible, players feel better able to predict and navigate the world, and \glspl{gm} do not have to waste so much energy on making on-the-fly rulings.
\subsection{\Glsfmttext{downtime}}
The most interesting \gls{downtime} happens when you skip it, and find out the details later.
Don't ask the players what their characters want to do, just jump straight to the next scene, a month, or even years later.
\begin{itemize}
\item
Award \glspl{storypoint}
\item
Apply cost of living.
\end{itemize}
\begin{wrapfigure}{R}{.22\textwidth}
\begin{tcolorbox}[tabularx={cc},adjusted title=\Gls{downtime},top=10pt,bottom=10pt]
Years & \glspl{storypoint} \\\hline
1 & 1 \\
2 & 1 \\
3 & 2 \\
4 & 2 \\
5 & 2 \\
\end{tcolorbox}
\end{wrapfigure}
Short \glspl{downtime} should pepper a campaign to allow a breather, let alchemists purchase new sphere levels, and allow characters to purchase anything the adventure may not give time for.
For any \gls{downtime} spanning over a year, you may want to award \glspl{storypoint}.
Spending them can later reveal what the character has done.
Perhaps they travelled and learnt a new language or found fantastic riches.
Each year of downtime should cost 10\% of the character's wealth, at least, to represent the money they've spent during this time.
Characters without any other means of sustaining themselves should default to spending 10\glspl{gp} per year.
\subsection{Slow Campaigns}
For a slightly slower campaign, consider removing the \glspl{xp} rewards for killing monsters.
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