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Verified Commit f50cbea3 authored by Malin Freeborn's avatar Malin Freeborn
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expand downtime notes

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......@@ -44,60 +44,59 @@ 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.
Broadly, the \gls{gm} should consider themself bound by the rules as much as the players.
A good rule of thumb is to make as few decisions as possible, and let yourself focus on description and planning.
\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.
Short \glspl{downtime} should pepper a campaign to allow breathers.
Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
\begin{wrapfigure}{L}{.23\textwidth}
\begin{itemize}
\item
Heal
\item
Award \glspl{storypoint}
\item
Apply cost of living.
Apply cost of living
\item
Buy Traits
\item
Award \glspl{storypoint}
\end{itemize}
\end{wrapfigure}
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.
Short \glspl{downtime} should pepper a campaign to allow breathers.
Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes.
Other \glspl{downtime} will last months, so that \glspl{pc} can purchase new specialized skills, such as Crafts.
Alchemists also need \gls{downtime} to purchase new sphere levels.
\begin{wrapfigure}{R}{.23\textwidth}
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.
\begin{wrapfigure}{R}{.22\textwidth}
\begin{tcolorbox}[tabularx={cc},adjusted title=\Gls{downtime},top=10pt,bottom=10pt]
\begin{rollchart}
Years & \glspl{storypoint} \\\hline
1 & 1 \\
2 & 1 \\
3 & 2 \\
4 & 2 \\
5 & 2 \\
6 & 2 \\
7 & 3 \\
1-2 & 1 \\
3-6 & 2 \\
7+ & 3 \\
\end{tcolorbox}
\end{rollchart}
\end{wrapfigure}
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.
Each year of downtime should cost 10\% of the character's wealth, or 10\gls{gp} (whichever is higher), 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}
......@@ -114,7 +113,8 @@ Removing the monster slaying focus should initially demand players spend \glspl{
\begin{multicols}{2}
\noindent
\subsection{Creating Encounters}
Whether you're in the middle of an adventure or the \glspl{pc} are just randomly wandering the world without any respect for local laws or plot, a random encounter can always add a sense of danger to a non-urban area.
Each time the players pass through a region, roll $3D6$ on the encounter table and create an encounter from the result.
......@@ -154,6 +154,15 @@ You may want to set up your random encounter before the start of the session, al
If you have a campaign book such as \textit{Adventures in Fenestra}, you'll find stats for creatures, suggested encounters, and random encounter tables for the different areas.
\subsection{Running Encounters}
When the party encounter something, start by considering the antagonist's reaction.
If undead, they should attack immediately.
Tradesmen may startle easily, and might hide their goods at the side of the road or flee.
When in doubt, roll on the morale chart before combat can begin (page \pageref{morale}).
Next up, ask the party to roll Wits + Vigilance, at \gls{tn} 7, vs the opponent's Wits + Vigilance to see how far away they spot their opponent.
\end{multicols}
\section{Side Quests}\label{sidequests}
......
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