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Downtime

Started by rgrove0172, December 05, 2017, 04:22:02 PM

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Bren

Quote from: S'mon;1011570I do find some players are miserly with time and hate to see it passing, as GM this can be a bit annoying.
I have experienced the same thing.

Quote from: Omega;1011579Travel can eat up huge chunks of time depending on the distances covered.
And of course on whether you include a lot of encounters during travel or just elide most of the time and events.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Toadmaster

Most of my thought have been covered, but as far as I'm concerned it comes down to will that downtime be interesting to play out. If yes, then play it out, if no then move on.

I've been in games where we actually had fun buying supplies for an expedition, talking with the locals to get additional info about our journey etc, but mostly we just gave the GM a list of needed supplies, marked off money for the approved supplies and fast forward to get on with more interesting things.

Itachi

#17
Don't know if it's what the OP mean, but Downtime in games like Shadowrun is the time between missions. Usually it's dealt with in a "zoomed out" way but eventually it's played out when something interesting may happen. It may also mean any activity that's not central to the game premise, like the time between cases in a CoC or Delta Green game.

Some games have clear prompts for when these should be played out. Blades in the Dark, for example, have "downtime rolls" that may result in your hideout being raided or a member being ambushed, for example. Apocalypse World have moves where one of the Operator gigs may go wrong, or the Hardholder community may revolt. All these are prompts in the rules for the GM "zooming in" on the action, even before (or after) the main "thing" of the game comes up.

Ultimately, it's the group interest who define if those scenes should be zoomed out or in, I think.

rgrove0172

Quote from: S'mon;1011570This has many benefits in a longer term campaign, players see the passage of time in-world and it allows for eg the offspring of PCs to grow up, it allows for changes in the campaign world, it allows for seasonal changes et al. I'm aiming for this in both my current campaign worlds.

I do find some players are miserly with time and hate to see it passing, as GM this can be a bit annoying.

Yes I recently suggested the Adventures in Middle Earth approach of down time between adventures being months long and my players had a cow!

ffilz

Quote from: soltakss;1011613For me, downtime is stuff you do in the background withotu interaction. If you have to make rolls or decisions then it isn't downtime.

I can see how a random table of events that happen in downtime might be fun, but I would like to interact with those events, thus making it not downtime.

I'd still call it downtime if a few quick rolls resolved a day or more worth of time in a "safe" area or "safe" travel. Now sometimes specific events might drag you out of downtime.

Frank

Frank

Voros

Apparently Mutant Year Zero has a neat system that ties the characters downtime into the development and growth of their settlement.

saskganesh

#21
Quote from: rgrove0172;1011750Yes I recently suggested the Adventures in Middle Earth approach of down time between adventures being months long and my players had a cow!

I've had players like that too, and I think this is one of those things that needs to be established and accepted at campaign start.

One of my current DM's uses time banking. He takes notes of the realtime calendar and applies those days to the campaign whenever we are between adventures. I've been in his game for almost two years now, and guess what, my character is going to have his second in game birthday soon. I like it. The last game I ran, we played for almost 3 years before things fizzled out. Only six months of game time had passed. Felt disjointed to me.. so much had happened!! It really felt like three years...

I think an accelerating passage of time helps increase believability of campaign events (so you can have a couple of years of border tension slowly mounting into a border war, for example) and allows for new expressions of character (the young teenage fighter becomes a man, the middle-aged mage starts to get old, those inclined can start families and children will become more than diaper bundles...it's all very interesting).

I've never been in combat, but I have been treeplanting, and after six weeks of hard work and camping in the bush, you need AND want to have more than a few days to recover. Extended downtime from adventuring makes perfect sense.

Edit to add: at the table, speaking as a GM and as a player,  I like a mix of played out downtime and abstracted downtime. Hybrid. Where the line is drawn, I cannot say, but as long as playtime is interesting, it works for me.

Bren

#22
Quote from: saskganesh;1011873One of my current DM's uses time banking. He takes notes of the realtime calendar and applies those days to the campaign whenever we are between adventures. I've been in his game for almost two years now, and guess what, my character is going to have his second in game birthday soon.
I'm interested in the mechanics of this.

Say we start session #1 on Day 1 in the real world (RW). During session #1 a few hours pass in game (IG) and the adventure continues the next session from that time point. Session #2 occurs 1 week later RW (assume we play 1/week), but only hours later IG. So in the RW 1 week has passed, but IG only hours have passed. [We bank 7 days.] The next play session, #3,  happens and during it the characters do some traveling so that 3 days IG pass by during session #3, but again 7 days RW.
   Question: Do we bank 7 days or the net additional of 7-3 days?

In session #4 the party travels in the wilderness for 2 weeks IG to reach their final destination. The session ends before the big climactic battle. So 1 week has passed RW and 2 weeks have passed IG.
   Question: Do we bank any time at all? Do we reduce the accumulated banked time of 10 (7+7-3) days or of 14 (7+7) days by the 2 weeks of IG time, which would reduce the banked time to 0?

In session #5 the party has a climactic battle that lasts an hour or so IG. This ends the adventure. [We bank 7 more days.] And we apply the banked time to the IG timeline either at the end of session #5 or before the start of session #6.
   Question: How much time do we have banked?
a. 21 days
b. 17 days
c.  7 days
d. None of the above (Please explain then how many days we do have banked.)
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Omega

Sounds way to convoluted for its own good. But probably isnt and obviously someone made it work.

In my own Red Shetland campaign I had to track multiple groups and manage the time scales of all this. It was ALOT of tracking as half the players scattered fairly quickly and the rest were sometimes at varying points in time. Sounds convolited? Not really. But it was alot to track. But due to the nature of the campaign things stayed more or less evenly on track. It was just that some groups were a day or a week behind everyone else sometimes.

Same to a lesser degree when I ran Gamma World in 2000-2002. The players were at differing times now and then. But overall any given group was on the same page. Mostly.

Socializing and Shopping was the most common times when players would diverge. Again sounds complex. But was just a matter of jotting down when and where people are and sometimes telling fragment A to hold on until fragment B catches up. Or telling fragment C that they find the remains of the camp of fragment A. The current 5e canpaign Im in is much like that. Though I do not know really how the DM is tracking it.

saskganesh

#24
Quote from: Bren;1011936I'm interested in the mechanics of this.


There's two ways. One is to add RT to campaign time no matter what, the other is have campaign time substitute for RT as much as possible before RT is added. (RT is never subtracted.)

So a game that is played weekly, and the session has a week's journey, you can say 14 days has passed (7RT+7GT) or 7 (just GT). If that journey takes 10 days, you can say 17 days has passed (7RT plus 10GT) or just 10 (all GT).

One speed is faster, the other is a bit slower. The main thing is to create a greater passage of time so I'd recommend realtime+gametime as much as possible. And if characters are really busy and involved in a lot of time sensitive adventures, just keep banking time, and then apply it at a later point (etc. Winter comes, and the snow is hard and heavy, so you all stay at home and enjoy life and maybe make babies and we pick up five months later in the spring: the road is open).

Shawn Driscoll

Quote from: rgrove0172;1011459"Ok, umm, Tandor - yeah you find the smithy alright and drop off your armor. IT will be ready the next morning. You two that were headed for supplies, drop 11 gold and youve got the provisions you wanted. Imiril, there doesnt seem to be a magic shop in town but you do find an herbalist that can help you with those spell components. That'll be 50gp please. "

Some players like their GM to tell them what their characters are doing. I just stay clear of everyone at that table.

rawma

I run a lot of D&D Adventurers League; downtime there is another resource earned in adventures, like XP and gold. Downtime days can be spent on faction specific benefits, some story awards in specific adventures, for advancing from 4th to 5th level and 10th to 11th level (I think because the last level in a tier is a longish slog otherwise, and players are cut off from joining their friends in adventurers that are restricted to the next tier), and to pay for spell services from NPCs (with a divine spell, this represents service to the temple which provided the casting). Since players and their characters can play with a different DM every time, it would be difficult to manage between-adventure activity any other way.

In my own campaigns, I generally let standard activity (buying supplies in town, changing prepared spells, and so on) proceed without my involvement; unusual or risky activities have to happen in a game session (at least any roll for success or for outcome of risk), and non-standard things (rare items, hirelings or info) are potentially an adventure -- so even if it doesn't seem important to me, there's still some NPC to talk with (so players can't infer significance of NPCs by the detail of interaction with them). Travel within a safe/civilized region is generally standard; so travel within the Shire, say, just depends on distances and how travel proceeds. But entering the wilderness/frontier is usually an adventure with wandering monsters, unknown obstacles and random events that may derail the players' plans. But I've abstracted out lengthy travel where it didn't offer much of interest, even though it was technically a low risk wilderness, and skipped the wandering monsters on the excuse that the PCs traveled with a large enough caravan of NPCs.

Bren

Quote from: saskganesh;1012021The main thing is to create a greater passage of time so I'd recommend realtime+gametime as much as possible.
Thanks.

I like the GT+RT option. I'm getting very tire of old players playing young characters who age actually age at a slower rate than the players. It'd be nice if the age of the PCs could catch up to the age of the players. I'm going to seriously consider adding this to most every setting I run.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

wombat1

It depends on the system and how you want to run the calendar, I suppose.  Some games, like Pendragon, have the idea that one adventure runs per season, when it is over, the season ends and the next adventure takes place.  At the end of the year, a "Winter" season allows for certain events which might be roleplayed or might not be.  In Call of Cthulhu it might strain credulity that tentacled monsters threaten Arkham every week, so same thing--a continuous calendar of game time while something goes on, and a long time between adventures.

As earlier posters suggest, I run a continuous game calendar while something is happening, and then time elapses after that.  But then I mainly run Call of Cthulhu.

crkrueger

Here's a shock to everybody I know: I like downtime to arise organically from within play and make sense within the setting and not be an externally mandated "cycle" of play.  In MERP I had characters winter in Rivendell one year and once they hung out with Beorn's great-grandson recovering from some wounds: we didn't need any mechanics to do it.

The One Ring's system is pretty badass though.  You're always going to have OOC in downtime when you start abstracting and fast-forwarding, it's unavoidable, but in the various TOR adventures there are lots of opportunities and examples for ad hoc shorter timeframe downtime sessions.
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