If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.
I really feel like I need a working version of downtime for incorporating clocks into other areas of the game consistently, because downtime is the primary vector for clocks, but not the only one. Downtime itself is an anachronism: Second edition doesn’t mention downtime at all, only:
- Magical item research (Materials, formulae, spells, and rites are discovered, materials and preparation cost 210d100 GP, make an enchantment check or suffer perversion)
- Spell research (2 weeks and 10d100 GP per spell level)
- Build a stronghold (Nothing, literally no information in either core book)
- Healing (1 HP per day and 3 HP for bed rest, plus constitution modifier after each week)
- Training (To prevent players who play too much from leveling up too quickly – I kid you not)
Birthright has a detailed list of “Domain Actions”, but one thing I’m not interested in is an unending list of downtime actions; the iconic downtime phase, Blades in the Dark, only has six. But I’m keen on breadth, so maybe some proficiencies grant downtime actions rather than advantage on rolls?
If you choose to take a downtime proficiency, you do not gain advantage on any rolls, but rather gain access to a new action to choose from during downtime.
Let’s start with the downtime procedure. Inspiration from Blades in the Dark primarily, although Ben L has talked a lot about ways to fold clocks into old school gaming.
Downtime is measured in real-time weeks occurring between gaming sessions.
Most downtime actions will have an associated clock, the length of which is dictated by the action. When the clock is full, you have completed the downtime action.
Downtime actions can have walls; walls are points at which you cannot process with any more ticks until you perform an in-world task. Downtime actions can have branches; branches are points where the clock ends prematurely, and you have the option to continue with one of a number of new clocks.
For each week spent on the downtime action, state your action and roll an appropriate ability check. The GM must agree that your action makes sense, that the activities being described are within the power of the PC, and that they would indeed plausibly progress you towards your goal.
On a failure, tick one section of the downtime clock and there is a complication. On a partial success, tick two sections. On a full success, tick three sections. A complication is usually an unexpected wall, an unexpected branch, a relationship consequence, or a hook for further adventure.
A 1 step clock will result in a minor and temporary advantage. A 6 step clock a slight campaign goal or minor advantage. A 10 step clock a minor campaign goal or moderate advantage. 20 step clock moderate campaign goal or significant advantage. A 40 step clock is an epic or campaign-changing achievement.
The above rules apply to most downtime actions. Some downtime actions will be open to all, some available only on class lists, some only when you have a stronghold or title (we’ll see how those rules turn out). There are no failures on a downtime action, just weak successes and complications. The below downtime actions are based on Ben L’s and Nick K’s work.
Recovery. You may visit a physicker, apothecary or priest for healing, if you have a relationship with one. They roll their appropriate proficiency. On a failure, recover 2d6 HP. On a partial success, recover 4d6 HP. On a full success, recover 6d6 HP.
Training. You may train with a sage, master or expert, if you have a relationship with one. The downtime clock is equal to the number of proficiency slots you will have when you complete your training.
Non-magical Research: If you have the library research proficiency, you may perform non-magical research. Specify what you want to research, and find a trove of information relevant to the topic at hand. The GM will create a clock out of sight, and tell you when and if your trove is exhausted.
Inscribe Scroll: If you have the inscribe scroll proficiency, you may create a scroll for a spell you know. Spend 300 GP per downtime roll to procure required materials. The downtime clock is equal to the spell level.
Spiritual Devotion: If you have the Spiritual Devotions proficiency, you may seek connection with a greater power. Specify a goal and a spiritual or mystical method through which it will be achieved (meditation, pilgrimage, service, flagellation, fasting, alms, gardening, ceremony, poetry, etc.). The GM will create a clock out of sight, and be cryptic regarding your progress.
Collect Intelligence: If you have the rumourmongering proficiency, you may seek intelligence. Choose what information you seek, who you are trying to gain it from, and how you are going to attempt to get them to tell you. The GM will tell you if these people can provide you with the information required before you commence the action. Spend your downtime check x 25gp. The DM may choose to roll incognito. On a failure, two pieces of ambiguous or misleading information. On a partial success, one ambiguous or misleading and one true piece of information. On a full success, solid intelligence.
Cultivate Relationship: You may cultivate a relationship, be it romance or friendship,. Relationships are always consecutive branching clocks, with at least four ticks per clock. For friendships, these clocks are Acquaintances, Associates, Friends, and Intimates. For romantic relationships, these clocks are Attention, Flirtation, Tryst, Lovers, Paramours. Relationship often have walls that cannot be advanced past without a specific way to deepen the bond. One might also take a free tick for something that occurs outside of downtime that deepens the bond. To advance the clock on a relationship, the player says how their character is strengthening the bond between them. The GM will judge if this makes sense.
Invest in an Institution: To support or invest in an institution (for example a business, a cult, a temple, or a guild), state how you invest in the institution, and spend sufficient gold to do so as the GM suggests. On a failure, progress your clock one tick, you hit a wall and a complication occurs. On a partial success, progress your clock by two ticks, and you hit a wall and a complication occurs. On a full success, progress your clock three ticks.
Generally, speaking, robust support for the institution gives one access to the goods and services available through the institution free of charge. Typically developing an institution takes 6 ticks and cost varies by how significant the institution is. An inconsequential institution costs 250gp per roll, minor 1000gp, middling 2500gp, major 5000gp, influential 10 000gp, and famous 25 000gp. You can spend half this much again as often as you wish for a cumulative +1 bonus to your ability check.
Find Someone: When you need to find a someone hard to find, state what skills you require and how you will approach finding them. The GM will create a three tick clock. When you complete the clock, you find them. If you need them with urgency, you can take whoever you find. On a one tick, they may not be who they say they are, and are double market price and in a hard to reach place. On two ticks they may not be who they say they are, and are double market price or are in a hard to reach place. The GM will provide you with details regarding the NPC.
Find Buyer: When you need to find a buyer for something hard to sell, state what item you want to find a buyer for and how you will approach finding them. The GM will create a three tick clock. A buyer will buy a certain category of items only (for example paintings, sculpture, magic items, antique furniture, or gemstones). When you complete the clock you find a buyer who will buy at a generous price, or one that you will be able to utilise again for a similar category (for example paintings) without having to search for another buyer. If you need them with urgency, you can take whoever you find. On a one tick, you find a seller, but they offer an insulting price and only buy such a specific niche (for example art by a certain painter) that they will never buy from you again. On two ticks you find a seller, but they offer an insulting price or only buy such a specific niche (for example art by a certain painter) that they will never buy from you again. The GM will provide you with details regarding the NPC.
I’m pretty happy with these as a starting point, although they’ll need some revision of course. They’re all much simplified from the original versions. I’m lacking a carousing action, because I feel like that’s the method you use to achieve many of these goals. One potential criticism is I’m not sure it’s necessary to spell out these downtime actions, but rather to have a generic action and leave all others vague. I’m not sure. Regardless, factions and NPCsneed to act too:
Factions, NPCs and natural phenomenon do things during downtime, just as the PCs do. If those things are likely to impact the world and PCs, the GM should give them one or two goals and clocks accompanying the goals. Each week of downtime, roll a fortune check for each relevant faction or NPC and progress one of their clocks.
Factions and NPCs downtime actions can reject any goal. Pick the length of the clock in all fairness. It is less important to identify specific walls, branches and achievements, as often PCs will not be aware of the outcome of a faction or NPC action until it has been achieved.
More importantly, I’ve clearly introduced clocks into the game as a framework. I’m not sure if there is a lot of room for clocks in the rules thus far, but I think there’s something in combat for non-slaughter goals at least.
This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on downtime and directing actions in real time, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!
Idle Cartulary
29th April 2022