Sunday 11 March 2012

Downtimes: A Guide

Downtimes are already covered by the Rules Document, but I'm explaining them here for a quick reminder and ease of reference for those new to the system.
 
Between each game, you get to submit a list of actions that you want to accomplish before the next game. This gives you a chance to do things that don't fit into a live-action game session, such as spy on players, acquire equipment, explore the hedge or follow up on plot leads. The maximum number of such actions you can submit is equal to your Willpower + 2 (with some exceptions).
 
Downtimes are initially due the Wednesday after each game. This means that the first downtimes are due Wednesday 14th. Anyone who gets their downtime in by midnight on Wednesday receives 2xp. If you still get your downtime to me by that Friday, you'll get 1xp instead. After that, you can still submit something and I'll try to process it, but if it comes in later than the weekend there's no guarantee it'll be processed (most likely I'll throw you a bone or two but some actions won't get through).
 
So, what can you accomplish with a Downtime Action? Here's some examples:
-Spending XP to improve your character. Each expenditure requires a separate action (unless you are improving the same thing more than once, such as taking a skill from 2 to 4), and should be accompanied by a brief explanation on how or why your character is improving in that area. For instance, increasing Allies could involve making some bribes, or just engaging in some smooth-talking, while increasing Athletics likely involves a physical workout.
-Tracking another character, or meeting with someone else to work together on something. If your downtime action involves another character helping out, make sure they mention it in their downtime too.
-Entering the Hedge. There are multiple reasons to do this, such as looking for Goblin Fruits, tokens, or asking the local Hobgoblins for information, but the Hedge can also be dangerous.
-Calling upon Allies or Mentors. A character may do this once without spending an action. After that, each action spent can be used for two actions involving Allies or Mentors. Each Ally or Mentor can only be used once each downtime. Retainers don't require actions to use, but each Retainer can only perform one action each downtime.
-Performing extended actions, such as Crafting and Research.
-Harvesting Glamour. Characters get one free Harvest Action each downtime, and get their Harvest dots in Glamour for free. However, additional actions may be spent to increase the amount of Glamour gained. For each Harvest action taken a character gets one Harvest draw, and takes the highest to determined how much Glamour they gain. To Harvest Glamour, a Changeling needs to find someone experiencing strong emotions. These emotions produce "Glamour" that the Changeling can absorb to fuel their magic. If the emotion is the one associated with that character's Court, then they receive +1 to their Harvest draws.  Only Mortal sources create Glamour (with the exception of some Goblin Fruits). The mortal and their emotions aren't actually affected by the harvesting, but if a character tries to harvest from the same source too often it may run dry.
 
Really minor things, like walking into a shop and buying something, don't use up an action. Include them as "minor actions."
 
In addition to your actions, feel free to include some notes about what's going on with your character. If you're plotting with another character or discovered something about someone else, it's useful for me to know. Also, if you're having any trouble with the game, you can let me know as well.

On top of all this, you should include a list of a handful of people you want to nominate for roleplaying XP. Each person nominated will receive 1xp (players only gain 1xp this way each downtime, no matter how many nominate them).

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