| phaeren12 |
This is my first time as GM and I was looking to get some advice on running downtime in Sandpoint, but really any town. Do you make a map of the town, like you would a dungeon, for your players to walk or just let them interact as if they were already in certain parts of the town and just roll for what they are trying to do? An example would be a PC wizard wants to buy some new spells. Should I just let him roll as if he had already made it to the place he is going to buy them and have him start rolling for negotiating prices?I feel like a map would make it more immersive and engaging for the PCs. And, while I can find a map of Sandpoint with the main buildings marked on it. I can't find maps for inside the individual buildings (which would be nice for running events in those buildings). Should I just make more own, and if so, what resources can you suggest to help?
| Errant_Epoch |
I would just let them handle transactions normally. Although sometimes it's good to at least introduce and describe who they are vending to just in case the party finds the character interesting and wants to role play. Most of the time I've found my party wants to fast forward through down time so they can get back to the adventure as quick as possible.
| Zodiac_Sheep |
I would just let them handle transactions normally. Although sometimes it's good to at least introduce and describe who they are vending to just in case the party finds the character interesting and wants to role play. Most of the time I've found my party wants to fast forward through down time so they can get back to the adventure as quick as possible.
This is important to note, because what kind of group you play with will determine how downtime works. Errant_Epoch's here group wanted to get through the downtime ASAP, so buying things may have been just buying stuff, with little to no RPing. My group, on the other hand, really liked just wandering around Sandpoint and would spend hours going to the inn, talking to people, getting drunk, etc.
Try to feel out if your group prefers the dungeons or the town, and adjust accordingly. If you group hates negotiating prices and talking to NPCs, trim that part. If they really enjoy it, then throw lots of time and energy into those encounters. One isn't necessarily better than the other, but you should always pattern your behavior based on what everyone likes doing.