Day in the Life: Gaming the Downtime

2013 · Supplement (regels/opties om de speelsessie te verbeteren)

Day in the Life: Gaming the Downtime

A rules framework for resolving the non-combat periods between adventures through structured roleplaying activities. Players choose actions such as acquiring resources, crafting, exploring, investigating, negotiating, socializing, resting, or training, then receive tangible rewards and narrative consequences. Results can provide Adventure Cards, Bennies, information, contacts, and new plot hooks, while giving the GM opportunities to use character Hindrances. Designed for Savage Worlds campaigns, the system can also support other roleplaying games.

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