
DRD1812 |
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In my group, the downtime rules always seem to break down in the same way. One players gets excited about them, decides to start their own tannery or apothecary shop or whatever, and then sits in the corner and does their own thing. They whip up a cool spreadsheet and push capital around, but it usually turns into little more than 'you make 15 silver pieces and your shop is the location of the next quest hook.' The rest of the players and the GM make appreciative sounds, but usually decide that the system is more trouble than it's worth.
So my question to the forum: When you're running the game, how do you support that one player who gets excited for downtime? How do you make sure they get a little spotlight time without bogging down the rest of the table?

marcryser |
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I'm that one player.
We're currently running the Ironfang Invasion AP and I'm tracking the NPCs. I have lists of names, skills, classes, etc. There are a few sentences on the personalities and back stories of each one.
• If there's a task to be done around the camp, I know which NPC has the best chance of doing it correctly.
• If we need to send people off to scout, I know who to send.
• If there's any question about how they act or what they think, I can answer that question.
Nobody else cares.
The point is that I am doing something that I want to do (Developing the NPCs, writing up characters, tracking survival skills, etc.) while providing some benefit to the group and GM (nobody else has to do it. The GM trusts me to determine what is going on there) and it enhances my character. I am the character who advocates for the survivors and refugees. I am the character who gets spare equipment to people who can use it. I am the character who makes it a point to look out for their welfare.
All of this can happen away from the table and shouldn't take away from game time in the same way that you don't let the rogue go off on his own to scout the entire dungeon while everyone else is waiting at the entrance.

Nox Aeterna |

Hahaha Im totally that player.
The funniest it ever got to me was when I was spending gold by the tens of thousands on this system, while the other party members where buying gear. I had a multitude of buildings and workers. None of it ever made anything haha.
Usually it doesnt get to that point :P.
Well OP, I dont have answer for you. Hell, I dont think I ever expected anything out of it even. I just enjoy the little RP you just said at start and end of mission of having everyone in one of my HUBs and that is it.
The easy answer is depending on how much a player invest and on what it is invested. Have NPC start to react differently to the player, since he is more than just an adventurer, he is a possible *.
* be it contractor or partner in business...
This wouldnt leave the "main mission", but gives callbacks to the player that the game recognizes his investment.

DeathlessOne |
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Well, my general rules with the downtime stuff is:
1) If we are going to use downtime rules extensively, EVERY player should be involved with it.
2) If EVERY player is not in on the downtime rules, then the downtime rules for those that are into it are relegated to off screen time (ie discord or similar communication platforms) and only the roleplaying aspects make an appearance in the actual gameplay.
As long as everyone is having fun, you are playing the game correctly.

SheepishEidolon |

The headline made me smile.
I didn't offer downtime for my campaigns so far. One player expressed interest, but since most of them are not the type of player for this, I went for more interactive events.
Speaking of player types: Let's apply the (relatively) simple Bartle model to downtime. It calls out four player types: Achievers want to accomplish something tangible, explorers want to explore rules and story, killers want to compete and win, socializers want to interact peacefully with virtual and real persons. Most players can be put in multiple categories, but often enough there is a dominant one.
So an achiever can enjoy downtime - building something and watching it grow is satisfying. However, an achiever first has to consider a downtime project relevant enough to spend resources on it - after all, there are already other long-term goals to pursue, like becoming level 20.
Explorers don't get much out of downtime, appearantly. Sure, there are minor random events for your shop, but that seems to be everything you can explore.
A killer might be interested in making their shop good enough to get the competition out of business - but rules for such conflicts don't exist.
Finally a socializer will just be bored if everyone pursues their own little downtime projects, without any interaction among them or with NPCs.
------
I might be missing a few things, but it looks like the original downtime system urgently needs some modifications and additions - if you want to make it interesting for all your players. Given that Paizo introduced cooperative crafting in Unchained and turned downtime into a regular game mode in PF2, they seem to be aware of the shortcoming.

HighLordNiteshade |

When I am a player, I am that player. But I usually have one in each of my games. We handle all the downtime over email (my players are scattered throughout the country...some of them I've been playing with since ALL the way back in 1990). If other players happen to be involved for one reason or another in a particular aspect, we just include them in the email chain. I try to take care of all that type of stuff over email so it doesn't bog down the game or take away from other players' time during the game. I also try as best I can to integrate what they are doing into the story line as much as possible, I give bonus XP if they are doing clever things (I judge what is clever), and occasionally there are negative consequences to what they are doing. But the key for me is to handle it all over e-mail.

Mark Hoover 330 |
I'm that one player, except as the GM. I geek out about Downtime. I purposely hand out Leadership to all of my players for free at level 7 in most of my campaigns, just so there's the possibility of them each getting a free Manager for their businesses/organizations.
Right now I have 2 players in one game and 1 in another who are similarly engaged. The others could care less; one falls asleep during Downtime sessions. Knowing not everyone digs on these sessions as much as I do I try to keep them short and punchy.
Yes, there are spreadsheets and Capital moving, but I use narration and player involvement the same way I do in combat.
Instead of a combat round being "I hit... 37 damage." and me going "Ok, the monster is slightly more hurt..." I describe, sometimes pantomime or act out what the action looks like. I pick up the minis and have them hit each other, ask the players to describe things, etc.
I do that same thing with Downtime, sort of. Instead of "you earn... 3 Goods" I might say something like "The merchant looks you squarely in the eye and says 'do we have a deal?'" Then (pre-pandemic) I'll shake the player's hand, make a beeping noise and lay out how their expense of a few hours of their Profession: Tanner and 30 extra gold netted them 60 GP worth of barrels, tanning fluid, rawhide and other materials from Old Man Whithers.
Wait... is that the SAME Old Man Whithers that runs the haunted amusement park? He's been involved in some shady deals for land recently, and there's been that ghost running around his park...
Go big y'know? They did 1 day of skilled labor? How? Why? Ask the player to tell you what skill they used, how they used it. If it was for Capital for any reason, or the business made Capital, describe the exchange of PC work and gold for the Capital. If they're making something, do a montage; same goes for gathering info or research.
For those players who especially don't like dialing into all the "talking" bits of the game and just want action... modify events at the end of a week. Instead of "oh no, a competitor is spilling the T about your business; make a check or lose 1d6 Influence..." play out some mini-adventure at the business.
Tell the action-hungry player that in hanging around their business/organization for a few days they notice suspicious characters hanging about. Have them make a Perception check; maybe they notice it's the same NPC in multiple disguises. Do they confront the NPC or get the whole team involved? Why would someone be spying on their business?
This is still Downtime so you don't want to hinge the whole campaign on this, but a quick little diversion into corporate espionage, or random plague, or freak accidents or whatever can force even the sleepiest player into action.

mardaddy |

While not using the downtime system in PF, the campaign I am running in Magnimar has a significant downtime-esque component.
All the PC's have joint ownership in a business and have employees with managers & foremen to run it, they even have a barrister on retainer.
At the same time, one of the PC's fell into leading one of the Sczarni gangs, and another started a clinic in the Underbridge, has gained enough notoriety to obtain sponsorship by an aristocrat family branching other clinics to other districts in Magnimar.
All of this is heading towards the long-term stated goal of teh campaign, but were never "required" for the end goal, it has become a means to an end. The main focus is still urban, sewer and aquatic adventures, but the divergent "downtime" businesses provide for a variety of hooks.

DRD1812 |

If EVERY player is not in on the downtime rules, then the downtime rules for those that are into it are relegated to off screen time (ie discord or similar communication platforms) and only the roleplaying aspects make an appearance in the actual gameplay.
This is the bit that gives me pause. It costs money to make downtime work, meaning that the player who is investing time and effort into downtime is doing so instead of buying gear. That means that more than the "roleplaying aspects" are appearing in the gameplay.
I'm beginning to wonder if there's some way to translate downtime bonuses into actual mechanical bonuses.

HighLordNiteshade |

This is the bit that gives me pause. It costs money to make downtime work, meaning that the player who is investing time and effort into downtime is doing so instead of buying gear. That means that more than the "roleplaying aspects" are appearing in the gameplay.
I'm beginning to wonder if there's some way to translate downtime bonuses into actual mechanical bonuses.
I've had players invest in magic shops / weapon shops / etc. and when they sell gear they've found, instead of the standard 50% of value I let them sell it back for 75-90% of value, depending on how much effort and coin they've put into their investments. I've also let them "special order" equipment (with a suitable acquisition / transportation delay) that they might not otherwise find, as they are leveraging the shop / guild / coster to acquire that equipment. Generally, the player with the idea to do so collects funds from the entire group so they can all benefit from his or her efforts. End result is more coin for what they find, and an easier job getting special stuff. Not sure if this example helps or not, but I've had multiple parties take this approach. They've also purchased taverns in the past (or invested), which leads to more rumors, which leads to bonuses on certain rolls (maybe they've heard so much about a specific enemy that when they do encounter him/her they get a +1 or a +2 to hit, or maybe bonuses to saves). That sort of thing.

DeathlessOne |

This is the bit that gives me pause. It costs money to make downtime work, meaning that the player who is investing time and effort into downtime is doing so instead of buying gear. That means that more than the "roleplaying aspects" are appearing in the gameplay.
I'm beginning to wonder if there's some way to translate downtime bonuses into actual mechanical bonuses.
There are two ways to look at it (or more but I'm simplifying it), 1) The player doesn't care about the slight mechanical disadvantages that the downtime activities cost him and appreciates the roleplay aspect of investing in the community to a higher degree than a few extra bonsues... or 2) That the GM in question has methods in which to translate the expended resources into similar mechanical benefits that the player who invested in downtime activities gets to take advantage of.
For example, a player getting discounts at the shops they have personally started, discounted spellcasting from casters they have personally helped get a start in the world, expedited magic item creation from the cabal of spellweavers they personally groomed to perform a certain role... Really, there are a lot of possibilities in which the downtime activities can greatly impact a character's experience.

pad300 |
DeathlessOne wrote:
If EVERY player is not in on the downtime rules, then the downtime rules for those that are into it are relegated to off screen time (ie discord or similar communication platforms) and only the roleplaying aspects make an appearance in the actual gameplay.
This is the bit that gives me pause. It costs money to make downtime work, meaning that the player who is investing time and effort into downtime is doing so instead of buying gear. That means that more than the "roleplaying aspects" are appearing in the gameplay.
I'm beginning to wonder if there's some way to translate downtime bonuses into actual mechanical bonuses.
You realize that the PF downtime rules are really a tremendous method of up-powering a character? If your downtime activity generates a unit of capital (say Magic worth 100 gp), you can then buy that unit of capital for half price (in this example 50 gp), and then spend it on things appropriate for that specific type of capital (in this example with magic capital, that's things like spell research, magic item crafting, etc) at full value (of 100 gp). The player is getting a 50% discount on whatever goods and services they buy with capital... That's a pretty big mechanical bonus.

DRD1812 |

You realize that the PF downtime rules are really a tremendous method of up-powering a character? If your downtime activity generates a unit of capital (say Magic worth 100 gp), you can then buy that unit of capital for half price (in this example 50 gp), and then spend it on things appropriate for that specific type of capital (in this example with magic capital, that's things like spell research, magic item crafting, etc) at full value (of 100 gp). The player is getting a 50% discount on whatever goods and services they buy with capital... That's a pretty big mechanical bonus.
Maybe we're doing it wrong. In my experience, it's a lot of time and effort to barely break even.

Kimera757 |
DeathlessOne wrote:
If EVERY player is not in on the downtime rules, then the downtime rules for those that are into it are relegated to off screen time (ie discord or similar communication platforms) and only the roleplaying aspects make an appearance in the actual gameplay.
This is the bit that gives me pause. It costs money to make downtime work, meaning that the player who is investing time and effort into downtime is doing so instead of buying gear. That means that more than the "roleplaying aspects" are appearing in the gameplay.
I'm beginning to wonder if there's some way to translate downtime bonuses into actual mechanical bonuses.
From 3e onwards, characters "could not" easily retire.
In 1e, there was no sensible magic item market. You were encouraged to build up an entourage, build a castle or temple, etc, and effectively aimed your character toward retirement by name level. This could get silly if (say) your character had low Intelligence and Charisma.
By contrast, in 3e you spend gold on just one thing: survival, which is a basic need. Spending gold on downtime rather than on magic items that will keep you alive is a bit like someone investing in a business while not having enough cash to eat for the month. Gold should not be used for both; it's better to have a separate currency instead. A 3e character could retire by selling off their magic items, but again you're putting your survival at risk, and now you have more enemies than you did at 1st-level.
One of the easiest alternative currencies are taxes. Yes a greedy lord could use the taxes for their own purposes, but that should be earmarked for community projects. Unfortunately this requires the PC to be (or become) a noble. Recall the problems of a character with low Intelligence and Charisma.
There's also another problem, if PCs don't want to build the same community. Quite a few adventuring parties (back in 1e) had each PC build their own domain, which does not work well with the current "band of four" playstyle.

pad300 |
Obviously, it depends on how much downtime they get.
Assume a L1 wizard goes adventuring and comes back alive, with 800 gp in cash-equivalent (his cut of what was sold) (and 2500 xp - he's now 2nd level). The party decides to spend a month (30 Days) on downtime...
He decides to establish a scriptorium (as it will give him the tools to scribe scrolls, which he wants to do anyways...).
Earnings gp, Goods, Influence, Labor, or Magic +5
Benefit counts as masterwork artisan’s tools for writing skills
Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 16 days; Size 5–16 squares
A Scriptorium is where scribes do their work. It contains chairs and writing desks, as well as ink, paper, and other supplies needed to create or copy written works. Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe).
As it will take 16 days to build anyways, he can generate the capital needed by working himself as an individual on a day to day basis, so his expenditure is 160 gp... ( he is down to 640 gp).
On day 17 his scriptorium opens and generates magic capital. For the next 12 days of downtime, the scriptorium generates at least 12 magic capital. He expends this magic capital as it is generated by scribing scrolls. He can scribe scrolls that would normally cost him 1200 gp in materials; he has to pay 600 gp for the capital (he is down to 40 gp in hand).
30 days of downtime, he has 2400 gp market value in scrolls (and 40 gp in pocket). He also has a business that will continue to generate capital and/or cash without him doing much.... If he had just scribed the scrolls with his 800 gp in hand, he would have 1600 gp market value in scrolls, no business, and no 40 gp in pocket.

DeathlessOne |

30 days of downtime, he has 2400 gp market value in scrolls (and 40 gp in pocket). He also has a business that will continue to generate capital and/or cash without him doing much.... If he had just scribed the scrolls with his 800 gp in hand, he would have 1600 gp market value in scrolls, no business, and no 40 gp in pocket.
One thing to keep in mind is that unless the PC is physically present to run his business (or has a cohort via Leadership or other means), there is diminishing returns from his business as corruption, theft and other things occur over time.

pad300 |
pad300 wrote:30 days of downtime, he has 2400 gp market value in scrolls (and 40 gp in pocket). He also has a business that will continue to generate capital and/or cash without him doing much.... If he had just scribed the scrolls with his 800 gp in hand, he would have 1600 gp market value in scrolls, no business, and no 40 gp in pocket.One thing to keep in mind is that unless the PC is physically present to run his business (or has a cohort via Leadership or other means), there is diminishing returns from his business as corruption, theft and other things occur over time.
You have to be away for a week before that becomes an issue in the rules, and just stopping in for 5 minutes will reset the clock. Also you can hire managers.

Tiltedleft |
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Yep, another guilty party chiming in.
I was a player/co-GM for a long running game. Some PCs started a joint business early on, and it mostly ran in the background. It was a great base of operations, we used it to generate tie-ins with the story. The characters running it became better rounded out. We started giving out capital when the group started to hit the level cap for the setting and their home city wasn't able to give big magic items as a reward. It was great.
It finally convinced me to give the system a try as a player, and I had a blast. I set up a few businesses, as well as a charity hospital which was supported by all the other businesses. I hired managers from among my followers, hired my followers to work in the different businesses so they would all have a job and place in the city.
Then I started to notice that despite the early enthusiasm, everyone else had stopped engaging with the system. The original businesses were still in place, but given downtime they didn't do anything with it. No profit checks, no expansions, no designing the wrecked fortress they'd taken over.
Turns out, the rp aspect of it was the only thing they found fun. They liked being able to say "I go work a shift in the kitchens" or "I call this one "Champ's Brew" or "I rebuild this paladin order". But the mechanics of it just kept getting pushed to the wayside.
Seeing that now, it gives me a ton of useful info to work with for the new game. All the stuff they wanted to do is awesome, and they paid the initial cost of entry. If keeping it skin deep let's them experience the world at a deeper, more fulfilling level, I can definitely do that.
And if anyone else does become interested in playing with it in the future, the system lends itself well to being handled in between sessions.

Zepheri |

Well for me downtime help a lot when you are running a game with low progressions. This is because in low progressions you don't gain to much gold. Also since I'm an arcanist it helps me to research spell for future lv up I get ( to explain in any campaign how do I get those spell and the time I spent in researching), for other I love to meet new people who come to play the campaign and how we meet, get some information our next adventure, if I run a shop talk to the manager I put in how it's going and what problem we have
I love to much the downtime, the only part I hate is to rule a settlement or a kingdom because I feel it like a jail I can't go to far or go to an adventure in other countries for to much time (example if I rule magnimar I can't go to an adventure to numeria fo more than 2 months)

Mark Hoover 330 |
Yeah, the way Downtime rules add a mechanical benefit to the game are in the generation of Capital which in turn lowers the cost of crafting other things. Mundane items, even Masterwork mundane items, are reduced by half the cost thanks to Goods; Magic reduces the cost of crafting magic items.
There's other mechanical benefits as well. You can spend Capital to gain +1, up to a max of +5, on skill checks made within the settlement. You can trade some Capital types for others, therefore gaining more of the one needed to get you what you want. The money generated by businesses or organizations is fairly inconsequential.
Also, let's not forget that there's also the benefit of the organization itself. If you have, say, an Apprentice (Wizard 1) on staff, that means presumably you have someone potentially capable of generating CL1/level 1 spell scrolls. You'd pay normal price for these scrolls but you're guaranteed of getting them anytime you're home during Downtime.
Finally, let's look at the Events. Many of these have a beneficial outcome but some are ridiculously good. Healing Potion Demand under the Alchemist's Shop for example requires a DC 20 Craft: Alchemy check. If you succeed however you get 1 free Influence and 1-2 free Magic Capital. That's a skill check which potentially nets you 115 GP for free.
There are plenty of ways to use the system to gain benefits for your characters. All of these require a significant amount of time and initial resource output. If you're not playing that kind of campaign, Downtime rules aren't for you; if you're not willing to put up the resources up front, this isn't for you; if your PC isn't a crafter of anything or a skills person, this isn't for you.
Anecdotally, one thing players in one of my campaigns use Downtime for all the time is checks to gather info or lore. We're playing a megadungeon campaign and there's a few hidden pieces of info that PCs can get on various topics with really high skill checks in the nearby city. My players spend a decent amount of Influence and Goods doing these checks, giving themselves 3 checks per day, the first one with a +5, to make sure they're getting most if not all of the secrets they need to succeed.
Downtime isn't for everyone, but for some players it's extremely worthwhile.

pad300 |
Yeah, it's not just crafting of items. "Oh high priest, I will build a shrine to the glory of Abadar if you resurrect my dear Friend Groomphar the Gormless...". Everything from research to bribes to law enforcement... All at 1/2 price to cash, assuming you generate the capital. That's a LOT of mechanical reward. Quite possibly too much for most campaigns.

Zepheri |

Yeah, it's not just crafting of items. "Oh high priest, I will build a shrine to the glory of Abadar if you resurrect my dear Friend Groomphar the Gormless...". Everything from research to bribes to law enforcement... All at 1/2 price to cash, assuming you generate the capital. That's a LOT of mechanical reward. Quite possibly too much for most campaigns.
High priest (asmodeus): sure my friend but first firm this paper and i will start

Mudfoot |
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If you want to see how to exploit the Downtime rules, read Dave the Commoner.

DRD1812 |

Turns out, the rp aspect of it was the only thing they found fun. They liked being able to say "I go work a shift in the kitchens" or "I call this one "Champ's Brew" or "I rebuild this paladin order". But the mechanics of it just kept getting pushed to the wayside.
In my games, I've come to think of the downtime systems as a "tool to scaffold imagination." You put in work up front to create something mechanically, and that gives you the ability to interact with it during RP. However, once that entity is established, the most you can get out of the system as a roleplayer is to use the lists of downtime events as inspiration for other encounters. The mechanics become irrelevant to what you really want: the feeling that you've built something and had an impact within the game world.
YMMV, but my conclusion is that the feeling of agency is fun. The mechanics are there to support that, not to exist for their own sake.