Many table-top roleplaying games suffer from the ‘murder-hobo’ syndrome, where all the characters do in the game is kill things and take their stuff. Their personalities can become one-note because of this, and so less interesting to play. One way around this problem is for the character’s to pursue some downtime activities. Here I discuss what downtime is, and how you can make some downtime activities that are more interesting and more useful for your game.
What is downtime?
The game of D&D (or any other table-top roleplaying game) normally concerns itself with simple actions, which play out relatively quickly. A fight, a conversation, a meal, a short rest or even a long rest, and then you go onto the next thing. So most activities are things that happen “on screen”, but in the case of uneventful rests the DM will “skip to the end”.
Downtime is different. Downtime is the period away from the adventure, when the characters are not in mortal peril, and are free to pursue side-projects. Your character is not always adventuring, but may have a home-base such as stronghold or wizard’s tower, or even just a friendly local bar where everybody knows their name. This period of non-adventuring may not be inactive though, and can involve activities that benefit them when they are back in the dungeon.
What are some downtime activities?
The D&D players handbook and dungeons masters guide lists some downtime activities. They include
- Crafting – making magical and non-magical items
- Practising a profession – to earn money, to keep up your responsibilities, or simply to help people
- Recuperating – to recover from the effects of injury, disease or poison
- Researching – to find new places to explore, to learn more about a mystery
- Training – to learn a new language or proficiency with a set of tools
- Building a stronghold – to have somewhere to call your home
- Carousing – to have a good time, and reduce the stress of facing near death constantly
- Performing sacred rite – to maintain your connection to your deity or patron
- Running a business – to earn money etc
- Sowing rumours – to influence public opinion about a person or organisation
But this is not an exhaustive list, of course. Any thing the players want to do when not engaged in adventuring can be considered a downtime activity. Even travelling might be considered a downtime activity, if it was through relatively safe territory and did not involve any major narrative progression.
These activities do not need to be role-played in detail, and can be discussed and resolved quickly (perhaps through a montage).
How to make them more interesting and useful
Generally downtime actions can be a bit bland. They can add some colour to a character, but may not add that much, or do much to progress the story.
Of course, that doesn’t have to be the case. Firstly, the downtime activities can be directly related to the story. Perhaps the characters realise that they are hopefully outclassed by the big bad, and need to train more and craft powerful magic items to help defeat them.
Secondly, these ‘side-quests’ may not be completely bland and uncontested. There might be some complications. This Unearthed Arcana article suggests the idea of ‘foils’, enemies that work against the players during their downtime activities, creating ‘complications’. These complications can make for fun story beats, even though they’re not resolved in the classic D&D style.
Examples from fiction
What are some example of downtime activities in fiction that you can use to inspire your game’s downtime?
- Beach Episodes. In fact a good example of recuperation downtime would be ‘The Tales of Ba Sing Se’ from Avatar: the Last Airbender.
- The training montage, of which ‘Rocky‘ has become the archetypical example, but ‘The Matrix’ has a classic training montage (“I know Kung-Fu”) that also advances the story.
- The ‘Let it Go’ song from Frozen is a ‘Building a Stronghold’ montage. Elsa does it instantly with magical powers, but it’s still a downtime activity.
- There is a great scene in Frost/Nixon where the characters engage in in-depth research activity, to make David Frost ready for the final interview.
How to get more out of them
Here are some suggestions for making downtime more integral for the game, and fun for the players.
- Build the downtime activities in from character creation. It’s important to know what the character is doing when they’re not adventuring, and it can lead to a more developed character, with opportunities for growth. For example, maybe the halfling thief is also a waiter in their aunt’s struggling restaurant. Later on the campaign, the character’s need to get money together to buy the restaurant from the evil landlord.
- Make them memorable. Foils can make a downtime activity more story-like, as the activity becomes more difficult and challenging. But even smaller additions, such as memorable characters (the absent-minded librarian, the warm and amiable fencing instructor) or scenery can make a character enthusiastic about the story elements of downtime.
- Make them important to the characters. A long-term campaign with a end-goal may require long-term projects or activities such as crafting, researching or gaining popularity and support, and these cannot simply be achieved by killing things. Or if the characters are motivated to (for example) establish a new temple or expand the variety of bees in their apiary, the players will then see these things as just as important as the adventures they go on.