Home RPG Games Supplemental Bulls$%&: The Time Between Adventures

Supplemental Bulls$%&: The Time Between Adventures


What you’re about to learn would possibly greatest be known as Supplemental Bulls$&%. A minimum of, that’s how I’m going to categorise it. It’s associated to my currently-on-hold-but-definitely-coming-back-very-soon collection on City Mode. Particularly, it pre-answers some questions I do know I’m gonna get requested as soon as I reveal how you can truly run your recreation in City Mode. Nevertheless it additionally helps clarify why I’m gonna let you know to run City Mode the way in which I’m gonna. It explains the thought course of. As a result of some folks — apparently — discover the ramblings of my disordered thoughts to be one way or the other helpful. No matter.

However this text’s additionally more likely to change the way you dole out journey hooks. A minimum of, I hope it should. As a result of to get essentially the most out of City Mode — to show it right into a recreation of tradeoffs and strategic useful resource administration — you’ve bought to run the remainder of your recreation proper. In any other case, you would possibly as properly not hassle.

On the very finish of this text, I’m going to trace at a random, dice-based manner of making and doling out journey hooks. Critically. It ain’t a system I’ve truly invented. But. It’s simply {that a} random, dice-based option to create and dole out journey hooks is the logical conclusion to all of the s$&% I’m about to say. And should you’re very nice to me, possibly I may be satisfied to really write the system sometime.

However as we speak…

At this time’s subject is the time between adventures. Actually. I’m not speaking as we speak about what PCs do between adventures — how they fill their time with coaching and therapeutic and s$&% like that — however relatively the precise time itself. The hours or days or no matter that fill the hole between the top of 1 journey and the beginning of the subsequent.

Why? As a result of I’ve bought this collection — which is on maintain however coming again — as a result of I’ve bought this collection about operating City proper in RPGs. And actually, that’s all concerning the house between adventures. And that house is one thing D&D — and different TTRPGs — don’t deal with properly. Which is why I’ve to do it.

In a way, City Mode’s only a fancy of dealing with what different players name Downtime, proper? The s$&% PCs stand up to when there’s no journey afoot. While you carry up Downtime — no matter you name it — whenever you carry up Downtime — whenever you begin writing guidelines about how you can deal with Downtime actions and their prices and s$&% — whenever you carry up Downtime, there’s one factor each GM will at all times ask you…

How do the gamers understand how a lot Downtime they’ve between adventures?

After I get round to telling you how you can truly run City Mode, you’re going to seek out out my reply is…

You don’t.

You don’t inform the gamers how lengthy their characters have gotten to dick round in City. They don’t get to know that reply.

Actually, it’s a dumb f$&%ing query anyway. Why ought to the gamers understand how a lot time their characters could have between adventures? The query is an artifact of the crap manner Downtime’s historically been dealt with in TTRPGS. It’s like this: if you need to let your gamers take part in numerous Downtime actions between adventures and if you need to restrict their choices by price or time or sources and if you need the gamers to deal with this downtime s$&% on their very own time, at residence, away from the desk, then you should inform your gamers how a lot time passes between the top of 1 session — the top of 1 journey — and the beginning of the subsequent session — the beginning of the subsequent journey.

That is smart, proper? That’s why at greatest you’ve bought to say one thing like…

Your character could have six days in City, so determine what your PC does for six days earlier than we meet subsequent week and ship it to me.

… and at worst, you’ve bought to provide you with some bulls$&% abstraction involving Downtime Factors the way in which the Journey League does. Or did. I don’t know in the event that they nonetheless do. I haven’t run AL s$&% in years.

The issue is, that’s turn out to be the norm. So once I let you know to deal with Downtime on the desk in City Mode and to do it on a day-to-day foundation — “it’s Monday, what does your character do Monday… okay, now it’s Tuesday, what does your character do Tuesday…” — once I let you know to deal with Downtime on a day-by-day foundation, you’re nonetheless gonna need to say s$&% like, “you’ve bought six days, what do you do for six days.” As a result of it’s faster and simpler. And it’s solely honest. Particularly in terms of actions that require a number of days of effort to repay. Actions like coaching and crafting.

Nicely, I’m going to let you know to not f$&%ing try this. And also you’re going to ask me why.

At this time, I’m pre-answering that query. I’m telling you why the gamers shouldn’t know a lot time they’ve bought in City. And the excellent news is I can clarify it in one thing like six paragraphs. The unhealthy information is I can’t clarify why the gamers shouldn’t understand how a lot time they’ve bought in City with out first discussing the way you, the GM, even understand how a lot time they’ve bought in City.

That’s, when does Downtime — and City Mode — truly finish?

Downtime fills the house between adventures, proper? So it begins when the final journey ends and it ends when the subsequent journey begins, proper? I f$&%ing hope that is smart. As a result of that’s how between works, proper? A factor that comes between different issues begins the place one factor ends and ends the place the opposite begins.

We GMs, although, don’t actually take into consideration how that between time involves be. As a result of, whereas we expect lots about how our adventures begin, we don’t take into consideration when our adventures begin. And we don’t take into consideration the truth that how our adventures begin determines when they begin. Which determines when Downtime truly ends.

I do know that seems like a whole lot of semantical bulls$%&. Simply hear me out.

An journey begins with a hook, proper? An inciting incident? That simply means you — the GM — present the gamers a purpose, give them a motive to attain it, and level them in the best course. That’s the beginning of an journey.

Sure, I do know that’s improper. I’ll come again to it. However proper now, faux it’s proper. As a result of it’s principally proper. Shut sufficient to proper.

The purpose is you — the GM — management when adventures begin. Since you determine when to current the subsequent journey’s hook. And meaning you — the GM — determine when Downtime ends. And that ain’t a trivial resolution. Finish Downtime too quickly and possibly the PCs didn’t have sufficient Downtime to coach up and degree up or get well from their final journey. They usually’ll positively piss and moan about that. When you finish Downtime later, you give the PCs a whole lot of further time to empower themselves. Craft tools, search out magical gadgets to purchase, earn buffs, do analysis, all that crap. When you give the PCs an excessive amount of Downtime, they’ll run out of cash for life-style prices. Or they may simply get bored.

The purpose is the quantity of Downtime the gamers have impacts the texture and tempo of the sport. It additionally impacts the problem degree of the sport. Loads of Downtime makes the sport simple. Not sufficient Downtime makes the sport exhausting.

It’s one thing you, the GM, ought to positively take into consideration whenever you’re writing your journey hooks. How do they have an effect on Downtime? As a result of it’s the character of the hook that determines the top of Downtime.

Contemplate the totally different broad sorts of hooks you would possibly current…

”I’ve Bought a Job for Heroes Like You”

Many adventures begin when a hook wanders as much as the PCs and makes itself recognized. A stranger approaches with a job, the king summons the PCs to his court docket, the cleric’s church asks for a favor, s$&% like that. When the stranger approaches or the king’s summons arrives, the journey begins. And also you — the GM — determine when that occurs.

”Assist! Somebody Assist!”

Equally, plenty of adventures begin as a result of one thing occurs that calls for motion. Orc savages assault the City, for instance, or the PCs hear a mom screaming for assist. From a timing standpoint, that is principally the identical because the one above. You — the GM — determine when the emergency occurs and thus you determine when the journey begins.

Besides, for causes, it’s truly totally different. However I’ll circle again to that.

“Within the Hoard, You Discover a Treasure Map”

Plenty of adventures begin with the PCs discovering some type of hook hidden within the earlier journey. Perhaps within the type of a treasure map or an outdated journal or an important clue that begins the subsequent chapter of the journey path or marketing campaign plot. Technically, as quickly because the earlier journey ends, the PCs are already on the subsequent journey as a result of they’ve already bought the hook.


And now you’re most likely seeing some cracks in the concept adventures begin — and Downtime ends — the second you — the GM — hand the gamers a hook.

“Single White Feminine Seeks Occasion for Journey”

Lastly, some adventures begin when the gamers go on the lookout for them. And discover them. what I imply. There’s a job board or a guild home or a city sq. filled with quest givers or no matter. When the gamers take a particular motion — visiting the Adventurer’s Native 202 or logging onto to KuraigsList or simply plugging into the native rumor mill — they get a hook.

The humorous factor right here is that, besides insofar as you — the GM — management the end result of each motion, this can be a case the place it’s the gamers that determine when Downtime ends and the subsequent journey begins.

Besides, guess what? It’s truly the gamers who at all times determine when Downtime ends and the subsequent journey begins. It’s simply they normally achieve this not directly.

Seems that adventures actually don’t begin whenever you — the GM — reveal the hook. Adventures actually begin every time the gamers — or their characters — begin pursuing the journey. In the event that they achieve this in any respect. Till the heroes step out on the Highway to Journey, the journey hasn’t began. And meaning Downtime hasn’t actually ended.

Fact is, there’s normally a little bit of lag between the incitement — the second whenever you current the hook — and the precise begin of the journey. And sometimes, the gamers use that point to organize for the subsequent journey. To complete up any ongoing Downtime duties, to purchase provides, to perform a little research, no matter. If you wish to, you may name that Preptime. Nevertheless it’s only a subdivision of Downtime.

Now, it would seem to be this Preptime s$&%’s completely within the gamers’ management. And it’s. Besides when it isn’t. And, most likely unsurprisingly, that’s all the way down to the way you construct the journey too.

”Being Your Personal Boss Means By no means Lacking a Deadline”

Vital Disclaimer: That subheading is a damned, soiled lie. Belief me. I’m my very own boss.

Some adventures simply ain’t that pressing. As soon as the heroes take the job, they will take their sweet-a$& time doing it. They usually may even determine when to begin. In circumstances like these, it’s the gamers who determine when Preptime’s over and when Adventuretime begins.

”The Caravan Leaves in Three Days”

Some adventures have a tough begin date and time. If the PCs are escorting an NPC or defending a caravan or taking a ship, the journey begins when the NPC or caravan or ship says it does. Doesn’t actually matter why there’s a tough begin to the journey. Simply that there’s. And meaning, you — the GM — inform the gamers after they’re out of Preptime.

”The Caravan Leaves at Oh-Darkish-Thirty”

Some adventures have actually exhausting, actually tight begin dates and instances. The type of dates and instances that depart no Preptime in any respect. As soon as the gamers settle for the job, they’ve bought minutes — possibly hours — to begin, not days. And in the event that they ain’t able to go, the get together’s already failed the journey.

That lack of Preptime, by the way in which, is what differentiates job-offer-type hooks from emergency-type hooks. Emergencies demand a direct response. Job gives normally don’t. And that simply goes to point out how this s$&% interacts to vary the dynamic.

”With the Rising of the Full Moon, the World Shall be Remade”

Some adventures don’t have exhausting begin instances, however they’ve bought deadlines. Rituals that’ll be accomplished, dungeons that’ll seal themselves again up for an additional century, ticking time bombs, and even only a crime boss who wants the job executed by some precise date, they’re all examples of that type of deadline. On adventures like these, the PCs can take all of the Preptime they need. Technically. But when they take an excessive amount of, they may not depart themselves sufficient time to really end the job.

”Each Day We Delay, Extra Folks Die”

Some adventures don’t have exhausting begin instances, however they’re nonetheless pressing. Both as a result of s$&%’s getting extra harmful day by day or as a result of s$&% will get worse day by day the journey’s not executed. If the villain is elevating extra undead day by day — which suggests extra skellies and zombonies to struggle by — the earlier the get together begins, the better a time they’ll have. If a plague’s spreading, the earlier the get together will get it cured, the less corpses they’ll should bury. And the much less seemingly that the folks they care about essentially the most will probably be leasing house within the graveyard.

As a GM, you’re most likely pondering that these kinds of journey setups make for a number of the most enjoyable, most tense, most difficult adventures. They do.

Extra importantly, you most likely additionally observed that my first lie wasn’t actually a lie, and the reality I changed it with wasn’t actually true. What the f$&% does that imply? It signifies that you — the GM — don’t truly management when adventures truly begin. And neither do the gamers. Neither of you is basically in complete management. Like every part else within the recreation, you create conditions and the gamers determine how their characters reply. Some conditions demand sure responses, positive, however the gamers nonetheless in the end determine how you can reply. Even when that response is to stroll away and take an F on their journey report card.

A minimum of, that’s the way it ought to be…

In case your GMing mind’s working even a tiny, little f$&%ing bit, it ought to be clear that the way you construction and introduce an journey’s hook has a whole lot of affect on how the journey feels. The way it’s paced. How difficult it’s. And that feeling reverberates backward to have an effect on how Downtime feels. How Downtime’s paced.

Think about that each journey begins with an Emergency that Calls for Fast Consideration. Your gamers’ll really feel frantic. They’ll by no means get an opportunity to spend Downtime on something that ain’t 100 thousand % required to succeed.

Now, think about that each journey begins when the gamers determine to examine the Bulletin Board on the Homlett Neighborhood Middle they usually can take as a lot Preptime as they need for every job they take. If the gamers can take on a regular basis on the planet between each journey, the one restrict on Downtime’s what number of months of life-style prices they will pay. And that’s how you find yourself with gamers operating noodle retailers as a substitute of truly f$&%ing enjoying Dungeons & Dragons.

Neither of these extremes is good. Or relatively, both of these extremes are high quality if that’s the sport you need to play. When you’re operating an epic, save-the-world marketing campaign, the frantic sense of by no means getting relaxation is simply de rigueur. When you’re operating a foolish dick-around-town stream to your Twitch viewers, noodle retailers are par for the crappy course. They only make higher watching than precise Dungeons & Dragons.

However, in these circumstances, all of the City Mode s$&% I’ve been blathering about simply doesn’t match the sport you’re operating. Overlook it. Dump it.

However if you would like one thing between these extremes — and also you need City Mode to suit your recreation — then this time between adventures s$&% has to matter. It’s bought to be a recreation. A partly strategic recreation. And that’s why the gamers can’t understand how a lot time they’ve bought on the town. Till they do understand how a lot time they’ve bought. Which they generally gained’t.

Principally, imperfect, incomplete data’s your buddy.

The gamers shouldn’t know what sort of hook’s coming subsequent till it comes. If it comes. Generally, they’ll discover treasure maps in dragon hoards. Generally, alarm bells will begin ringing in City. Generally, strangers will provide them jobs in taverns. And generally, they’ll should go on the lookout for work as a result of nothing’s turning up by itself. The identical goes for Preptime. Generally, dungeons solely seem for sooner or later a century. Generally, caravans are leaving tomorrow. Generally, nobody provides a s$&% when the job will get executed so long as it will get executed.

The purpose is — and that is going to sound very f$&%ing apparent once I say it — the gamers shouldn’t know something about their Downtime that their characters don’t know.

First, if gamers don’t understand how a lot Downtime they’ve bought, they’ve bought to strategize and prioritize. There’s s$&% that should doing between adventures, proper? Coaching and promoting loot and resupplying and repairing tools and recovering from accidents. If the gamers skip any a kind of issues, they’ll be at an obstacle. A few of that s$&%’s fast and straightforward to do. A few of it takes days and days. So it’s down to every participant to determine which technique’s greatest. Do they deal with the short, simple stuff first to make sure it’s executed? Do they deal with the upper payoff stuff that takes longer first? And in the event that they’re actually hurting or some important tools’s busted, do they postpone much less vital stuff to ensure they’re in tip-top form?

This s$&% opens the opportunity of in search of faster — however dearer or extra dangerous — options. When you’ve bought on a regular basis on the planet, it ain’t value paying a priest just a few hundred gold to heal you up. However should you’re actually beat up and also you’re nervous about getting caught off guard and bloodied, possibly it’s value it. When you even have the money. Even when it means you may’t afford to degree up.

Furthermore, the state of the world — assuming the gamers take note of it — can — and will — have an effect on the gamers’ Downtime decisions. In the event that they’re within the good, protected capital metropolis the place emergencies are uncommon, then they’ll deal with s$&% in a different way than they’d in a frontier city that’s beneath assault by monsters each different week.

That is strategic gameplay s$&% proper right here. And the extra data the gamers have gotten, the much less strategic they’ve bought to be. In the event that they know they’ve bought ten days on the town earlier than the subsequent emergency, they will do a math downside and simply optimize their downtime. In the event that they don’t understand how a lot time they’ve truly bought, then it’s a matter of risk-taking and luck-pushing. There’s no math reply. So everybody’s private preferences and danger tolerances come into play and any given pair of gamers would possibly make radically totally different selections.

After all, none of this s$&% issues if the gamers discover they at all times have sufficient time to do every part they should do. When you by no means, ever push the gamers into an emergency journey earlier than they’ve completed coaching or recovering or repairing their gear, then they’ll discover.

When you by no means know what number of sources you’ve bought, however you at all times have sufficient and also you by no means run out, you cease strategizing. As a result of why hassle? Sufficient is pretty much as good as an excessive amount of.

Second, if the gamers don’t know a lot Downtime they’ve truly bought they usually know they hardly ever have as a lot as they need, inefficient adventuring is a giant f$&%ing deal. If the get together comes again from each journey so wrecked it takes them days to get again on their toes, they’ll hardly ever have time to coach. Not to mention craft or make connections or do any of the opposite actually enjoyable City Mode s$&%. You’ll be able to guess your a$& they’re going to up their recreation. They’ll should.

Third, if the gamers don’t understand how a lot Downtime they’ve bought they usually hardly ever have as a lot as they need, they possibly should make some exhausting decisions about whether or not they can deal with a given subsequent journey. If the get together’s wrecked when the dragon assaults, are they going to struggle it on the metropolis partitions — and possibly die slowing it down — or will they be a part of the evacuation? Or simply disguise and hope nobody realizes they have been again in City. And after they emerge from their hidey holes and see half the city destroyed and piles of charred corpses, how are they going to really feel? How’s the world going to really feel about them?

That, children, is roleplaying. Making decisions, then making extra decisions, then coping with the fallout.

If the gamers don’t understand how a lot Downtime they’ve bought — more often than not — in the event that they by no means know what sort of hook’s going to hook them subsequent — and in the event that they by no means understand how a lot Preptime it’ll give them and in the event that they know that generally, they ain’t gonna have sufficient Downtime, City Mode turns into a strategic recreation. A really fascinating strategic recreation. One about dangers, rewards, and priorities. One by which the s$&% that’s obtainable in City issues. And one by which the gamers who take note of the world and play properly excel.

City Mode — Offended’s City Mode — is designed to be that strategic recreation. However you’ll wreck it should you don’t construction your hooks to maintain the gamers guessing.

Would you like City Mode to be a recreation changer? Do you need to get each final drop of superior out of it? Then you may’t ever let your gamers understand how a lot Downtime they’ve actually bought. Which suggests structuring your adventures, hooks, and incitements to maintain your gamers guessing.

How? Nicely, right here’s just a few methods to make it occur, cap’n.

Let the Gamers Say No

First issues first: you may’t pull this s$&% off in case your gamers can’t say no. That’s, you’ve bought to simply accept — and your gamers should know — that the PCs don’t should say sure to each journey. Critically. I do know that sounds f$&%ing loopy. Although, it’s the second craziest factor I’m going to say within the subsequent few paragraphs. Simply wait till I counsel you let the cube write your hooks.

When you’re ever going to drop an emergency on the heroes after they don’t have sufficient restoration Downtime to outlive the emergency, then you definitely’re simply murdering your get together should you don’t allow them to say no. That’s s$&% GMing. That’s like telling your gamers they will’t depart the dungeon to relaxation and forcing them to die as a substitute.

Saying no doesn’t should be simple. It shouldn’t. That is an RPG. Each alternative has penalties. Generally there’s fallout. Generally there’s a whole lot of fallout. A churchy who refuses a job from the church may be demoted. Excommunicated even. Hiding whereas orc savages pillage the city ain’t going to earn you any mates. And when you have a conscience, it ain’t going to go away you alone. And it’s these penalties that’ll drive the gamers to determine how you can deal with issues with out the sources to do it. Perhaps they will’t struggle the orcs, however they will positive as hell assist the evacuation. Or be a part of the reserves and maintain the final line. Or act as scouts and saboteurs and do with stealth what they will’t danger doing on the battlefield.

Or possibly they take the stand as a result of it’s the best factor to do and hope their contribution turns the tide. Or buys time for the evacuees to flee.

The purpose is the gamers should know they will at all times say no. To something. So long as the characters are prepared to dwell with the implications. However that additionally means the gamers should know that, in the event that they flip down an journey, there’s nonetheless going to be a recreation.

Which means the gamers should additionally know they will at all times drum up work on their very own initiative. They’ve bought to know that in the event that they don’t take the king up on his job, they will nonetheless head all the way down to the Adventurer’s Union and discover one thing to do. Some option to pay the payments.

Maintain a Pocketful of Hooks

How do you be sure there’s at all times work to seek out? Look, this ain’t rocket surgical procedure. This ain’t galaxy-brain s$&%. It’s simple. Simply be sure you’ve at all times bought just a few journey hooks you may hand the gamers after they begin digging across the guild halls, taverns, markets, or no matter. Principally, preserve a listing of three to 5 journey hooks helpful.

Bear in mind, I ain’t telling you to jot down three to 5 total adventures. Simply hooks. Simply the little blurb that begins the job. That is truly one of many super-secret the explanation why you need to be sure City Mode fills a session between each journey. That ensures you’ll at all times have the time between one session and the subsequent to show a hook into an journey.

Thus, all you want is a listing of brief, easy journey hooks that you would be able to flip into an journey with per week of labor. With sufficient element that you would be able to current the hook in play. Relying on the way you need to deal with s$&%, you may both simply preserve a operating listing and substitute hooks as they get used or you may write a brand new listing each time the sport hits City Mode. And you may change the listing of potential hooks relying on what’s happening on the planet.

Maintain a Few Caltrops Too

The standby hooks you’ve bought in your pocket? They’re there in case your get together goes on the lookout for hassle. Or they want some hassle to interchange an journey they refused. However you additionally have to preserve one or two barbed hooks you may drop in your gamers’ paths. These are the hooks you provide you with because the get together is ending one journey to function the beginning of the subsequent journey. They usually’re the hooks you management. Job gives. Summons. Treasure maps. No matter.

Ninety-nine instances out of ten, the get together’s going to take no matter hooks they discover caught of their naked toes. Belief me. Gamers don’t refuse adventures typically. So that you’ll normally find yourself turning these hooks into subsequent adventures. However, sometimes you gained’t. And sometimes, you need to depart the gamers with none deliberate hook in any respect. Allow them to dick round in City Mode ready for one thing to occur till they keep in mind they will go discover work for themselves generally.

That manner they’ll keep in mind they’ve the choice.

Combine ‘Em, Match ‘Em, and Gather Them All

Your hooks and caltrops each should present a great mixture of emergencies and job gives, of pressing duties and s$&% to do every time. The gamers can’t know whether or not they’ll be in City for per week earlier than the king summons them to do a job or whether or not an emergency will interrupt their coaching two days in.

And possibly you shouldn’t both…

The Case for Randomized Hooks

Loopy as this s$&% sounds — and I do know it sounds fairly f$&%ing loopy — I’m pondering it’s most likely value randomizing this hook stuff. A minimum of, randomizing a whole lot of it. Actually, I’m pondering it’s so value it that I’m engaged on how you can do it. Critically.

I don’t have a system but. However that’s solely as a result of this conclusion solely hit me as I used to be scripting this crap. However give it some thought. Random’s the way in which to go right here. Why? Since you need incomplete, unknowable, unpredictable data. A minimum of, you need the gamers working with incomplete, unknowable, unpredictable data. So it doesn’t technically should be random. Nevertheless it most likely ought to be.

Why? Two causes. First, as a result of GMs aren’t nice at truly making issues random. Particularly when random issues damage their gamers. And, make no mistake, this s$&% hurts your gamers generally. The primary time you interrupt your gamers’ Third-level coaching to struggle a 4th-level dragon, you’re going to seek out your resolve examined. So, you’ll fudge and say s$&% like, “I’ll simply let the gamers have sufficient time to coach up.” And that’s how you find yourself with gamers who by no means understand how a lot time they’ve however at all times know they’ve sufficient. The gamers should get screwed no less than as soon as or they’ll by no means suppose they will get screwed.

This brings me to the second motive. Second, if its cube that screw the gamers, the gamers are a lot much less more likely to get mad at you. Critically. Cube current an phantasm of equity. A really helpful consciousness. When you make a secret die roll earlier than you spring some horrible factor in your gamers, the gamers are inclined to suppose it was completely honest. As a result of it wasn’t the imply ole GM doing it. It was simply cube. The system. The foundations.

So, letting the cube deal with this s$&% means generally screwing your gamers whereas additionally protecting your palms completely clear.

The concept that I’m engaged on is just this. Earlier than you provide you with a hook, you roll to see what sort of hook to provide you with. A found lead in an journey, a job provide, an emergency, or no hook in any respect so the gamers have to seek out their very own work. You employ a bell curve roll so essentially the most difficult sorts of hooks to cope with are uncommon. You additionally roll to find out when the hook presents itself. If that’s related. The king’s summons, say, arrives 2d4 days after the get together returns to city. And also you additionally roll to see what sort of Preptime the journey permits. Does the journey begin instantly, does it begin 2d4 days after the job’s provided, or is there no restrict in any respect? That type of factor.

I do know a few of you’ll suppose this s$%&’s loopy, however I believe it’s bought actual promise to assist handle hooks in an open-world-type recreation the place City Mode Downtime truly issues. And should you agree, let me know. Perhaps I’ll share what I provide you with.


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