On Inside Downtime

What's in this thing?

Well, there's some pictures of the table of contents. But what's in there?

A procedural system that drives adventure and player engagement in sandboxes!


Here's how it works.

You are standing in the center of a fantasy world. The Dungeon Master has all his adventure sites and environments prepared.

The players can do whatever they want, but if they want to sleep indoors, they are going to have to come up with the cash. If not, what adventure will befall them on the streets or in the wilderness?

The canny players will be like "How do we get ahead of the game?" You'll grin, and hand them the guide (we calling them control panels now?) in the back of the book with downtime activities. They have to pay that cash on the barrel-head, on a regular schedule using any of the classic and modern calendars contained in the appendix to keep them motivated. Like the Merwish calendar from 1978! Every month events occur, based on percentages you set. The world lives.

All of which lead seamlessly for adventure.

Now, it's not a good idea to run a blind sandbox, there are usually starting adventures that provide different hooks to draw the player into the world. That's why transparently adding this to your campaign reinforces all your hard work! Players will begin to examine your world as a place they can get the resources and information they need to accomplish their  goals.

With staged rumors, lots of secondary and tertiary dimensions for players to approach adventures, (Gain influence in town to raise an army, send out expeditions to accomplish secondary goals, manipulate influence from behind the scenes) completely compatible rules for either basic or 5th edition for clearing land and building castle, and lots of treats for players like growing vat monsters, building airships, or setting up bandit camps, it adds new realms of engagement to your game.

Oh, and some of the most creative ideas and tools from the best minds in fantasy gaming.

That's it! My players seem to really like it. So do everyone that already has a copy!
Print coming soon!

Get it today, seamlessly compatible with basic or seamlessly compatible with 5e.

If you're looking for some great art to go with your new campaign, check out James Shield's Kickstarter for 26 horrible beasts! https://www.kickstarter.com/projects/jeshields/rpg-monsters-a-to-z

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  1. Your description makes it sound like there's a fair amount of overlap between the ACKS books and this. How do the systems compare? For example, does this book typically use more or less detail than ACKS? Is it more or less "bottom up" in philosophy?

    1. It's kind of the opposite. To be clear, everything makes sense, and there shouldn't be any fridge logic moments. But the design is not focused on "bottom up" but rather working backwards from what happens at the table, and how to present that in a clear game-ified way to the players.
      My virtue was "what's fun"? not verisimilitude. My goal was not "let's simulate an economy" but "What are the tools the Dungeon Master needs to make these downtime activities both useful and to drive play". And finally, I wanted to make sure that what's in the book is, without question, completely compatible with the existing rules systems. There shouldn't be anything that works differently then you would find in a core rulebook—it's just expanded.

  2. Sounds like what I do. Loads and loads of rumors, lots of resources for making stuff up on the fly. Maps, politics, some key people planned out but mostly vague. And then different activities over time - in my game case, it’s by seasons.

    It draws some on the Hazard system, some on Chris Tamm’s amazing imagination, some on Matthew Colville, some on Skerples... loads of people

  3. I got the Basic version and for the most part I really like it.

    For the influence section: Are the terms influence and leverage meant to simply be interchangeable? The way they're worded and emphasized makes them seem like they're meant as separate entities, but there appears to be no mechanism by which they differentiate or interact.

    1. No. Influence gives you leverage. You can aquire the leverage in other ways. (Putting a knife to the throat of someone who has influence. Kidnapping their family of someone with influence, making an exchange with someone, completing a quest for someone with influence. )

      I mean, you could do without leverage and just murder everyone who comes to stop you.

    2. I reread the section and I think I understand much better. Thanks!

      Downtime's a great book overall. All the downtime expenditures are exactly what I needed to streamline and redesign my current carousing and training system.

  4. Which version of this book would be easier to convert into a different system? I run a campaign using Torchbearer.


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