Sandbox Settlements: Downtime
Following my previous post about Sandbox Settlements, I now turn to another critical game phase: Downtime.
Although downtime is often neglected, in my sandbox-style campaign—focused on a single group of players—it has become essential for grounding the game and enhancing its overall meaning. While many excellent examples of downtime exist, I've always found it challenging to implement all its possibilities. That's why I set out to develop my own set of design goals and strive to put them into practice.
Downtime Design Goals
Downtime is a Part of Play
Just like settlements, wilderness exploration, dungeon delving, or combat, downtime is a vital component of actual play. It must be integrated into the session to be truly meaningful. Outsourcing downtime to periods between sessions not only increases the game master's workload but also limits its viability to scenarios where the party ends in a safe place. Additionally, this approach often leaves some players' actions unresolved.
Downtime Advances Time
Downtime represents the passage of time in the game world—a crucial element for grounding your narrative and making it more believable. Set a consistent time unit for downtime and adjust progress requirements accordingly. For example, if the downtime duration expands, actions might require less progress, and vice versa.
Downtime Requires Resources
Most downtime actions should cost players a resource—preferably money. In return, characters gain opportunities to grow or acquire assets that might otherwise require extensive plotting or be nearly impossible to obtain. This system supports self-directed character progression that comes at the cost of both time and resources within the narrative.
Downtime Needs a Quick Resolution
To keep the game moving, downtime actions must resolve quickly. Each action should be clearly defined—detailing its requirements, associated costs, and chances for success or complications—ideally resolved in one or two dice rolls. Even if you expand the narrative around the action when time permits, the core resolution should remain swift to maintain momentum and prevent players from waiting.
Downtime is Discoverable
To avoid overwhelming players and triggering analysis paralysis, downtime actions shouldn't be presented as a static list. Instead, tailor them to the specific location and link them to individual non-player characters of interest. These actions are unlocked during play through interactions—sometimes after improving relationships or completing specific tasks—and should be clearly communicated and visually added to the players' available resources as they are discovered.
Downtime is Player Facing
Downtime is driven by the players' own goals and creates emergent play opportunities—think of it as a series of player-driven faction turns. Players should be able to pursue actions without needing to reach group consensus first, ensuring that all procedures, options, and progress remain visible to everyone at the table.
Downtime Needs a Low Engagement Solution
Since some players might be unsure what to choose, question the benefits, or simply lack interest, providing reasonable default actions is crucial. These defaults can spark new ideas and challenges even for the less engaged, ensuring that downtime is never skipped.
Downtime Allows Collaboration
Downtime need not be exclusively an individual endeavor. Characters should have the option to collaborate on common goals. While cooperative downtime might lead to quicker progress, it can also increase the risk of mishaps and complications.
Downtime is Player Growth
Progress during downtime should foster organic, diegetic player growth. Characters learn, acquire new skills, and evolve naturally rather than relying solely on mechanical upgrades. Consistent with this narrative focus, downtime should not award experience points but offer growth outside traditional class and level systems.
Downtime is Domain Play
Downtime can act as a precursor to larger-scale domain play, laying the groundwork for future endeavors—like building a castle or expanding a bandit camp's influence. By starting small and gradually building toward grander ambitions, players can clearly understand both their progress and the steps required to advance further.
Downtime Propels Other Play Phases
Downtime and active play share a symbiotic relationship. Downtime should generate new goals and obstacles for players to tackle during active play, while events in active play, in turn, influence downtime. This mutual relationship is essential for driving the overall narrative forward.
Downtime Application
Core Resolution
The core resolution for downtime actions draws inspiration from Ben Laurence's Downtime in Zyan (or Powered by the Apocalypse) with a few modifications. Each downtime action is resolved by rolling 2d6, with the following outcomes:
- High roll (10 or higher): Indicates success and progress.
- Medium roll (6-9): Results in both progress and a complication.
- Low roll (5 or lower): Indicates a roadblock.
A complication is a looming problem or consequence that, if unaddressed, can hinder or threaten progress down the line. A roadblock is a significant obstacle that must be overcome; once resolved, it automatically grants progress. However, until all roadblocks are cleared, no further progress can be made on that downtime action. Depending on the narrative, complications or roadblocks may be temporary or come with a deadline—and, in some cases, failing to address them could result in losing the action altogether. When an action results in a complication or a roadblock, a second roll on a designated problems table is required (ideally, each action comes with its own table).
Modifiers on the downtime roll come exclusively from the fiction. For example, if players have access to abundant building material when constructing something, you might grant a bonus or extra progress. Unlike in Zyan, these actions are not influenced by character stats such as Charisma or Strength. If multiple players opt for the same action (provided it makes narrative sense), each makes an individual downtime roll. All progress points accumulate toward the goal, but complications and roadblocks also factor into the outcome. An action is not considered complete if any roadblock remains attached—even if the progress clock is full. The downtime action is only complete once the final roadblock is resolved. Complications, on the other hand, do not block completion; however, they may lead to adverse consequences if left unaddressed.
For example, if five players choose to build a church as their downtime action, their rolls might be 12, 7, 3, 10, and 4. The 12 and 10 are successes, each contributing one progress point. The 7 indicates a mixed result, adding one progress point along with a complication. The 4 and 3 are roadblocks and are added last. Both roadblocks must be resolved—each resolution adding further progress—before any additional downtime actions can further advance the goal. The action isn't complete until all roadblocks are cleared, regardless of the total progress achieved.
How to Make it Player Facing
One strong inspiration comes from John Harper's Blades in the Dark, particularly its integration of downtime phases and the use of visual clocks. Since a single downtime action may require several steps to finish, you can track progress by setting a target and creating a clock where each segment represents one progress point. When the clock is full, the action is complete.
The key is visibility. Whether you play in person (using a table) or online (via a virtual tabletop, whiteboard app, Discord channel, etc.), the progress clocks must be accessible to all players. Use similar visual cues for complications and roadblocks—clear indicators paired with annotations that explain each issue. If a complication or roadblock comes with a timing element (such as a deadline), add a countdown clock. Keeping these elements front and center ensures that players remain aware of ongoing issues, rather than having them hidden away on a character sheet until it's too late.
How to Make it Discoverable
Downtime is primarily conducted in settlements or other key locations, with each action tailored to a specific NPC. These NPCs are the gateway to unlocking downtime actions, and building good relationships with them is crucial. Although downtime actions may share a common base type, they can vary widely in terms of cost, reward, risk, status, consequences, and complications.
Start by creating a manageable number of actions. When players discover a downtime option, announce it clearly and display it visibly on the game board—grouped by location. Begin with a couple of easy, no-prerequisite actions per settlement neighborhood (one to three options). Then, gradually add more as players build reputation, complete quests, or face consequences from their actions. As engagement grows, you can also ask for player input on long-term goals and adjust the available actions accordingly.
This approach beats handing out a generic list. It fosters a stronger connection between the players, the locale, and its NPCs—making downtime a tangible, evolving part of the game. It also simplifies decision-making by starting with fewer choices and gradually expanding them over time. Additionally, linking specific actions to character classes or backgrounds (for example, a musician performing at a theatre or a religious character bolstering a local church's influence) can further enhance player interest.
How Long Should it Take
Avoid designing actions that are completed in a single downtime cycle—except for a few trivial options that can serve as defaults for players who just want to keep things moving. Instead, assess the task's difficulty as follows:
- 🟢 Trivial tasks: 1 downtime action.
- 🔵 Easy tasks: 2–3 downtime actions.
- 🟡 Moderate tasks: 4–5 downtime actions.
- 🔴 Hard tasks: 6 or more downtime actions.
This isn't an exact science—it depends on your designated downtime cycle (e.g. one week versus one month). Even if an easy task remains easy with a longer cycle, consider increasing its output or reward. For example, you might forge several swords instead of just one, or produce a higher-quality weapon.
What are the Costs
The cost should feel both substantial and realistic—typically a monetary cost. Sometimes you might combine the cost with a prerequisite item or narrative hook to add extra interest. The cost represents what players must invest to achieve progress (whether it's building materials, hired help, bribe money, or a trainer's fee). It should be high enough to encourage careful spending and prevent unchecked wealth accumulation. For instance, in B/X costs might range from 500 to 5000 gold per step. When in doubt, consult your players for a reasonable range, but avoid getting bogged down in haggling.
What are the Benefits
Rewards can be either mechanical or narrative, but they should emphasize meaningful progress over mere stat boosts. Instead of offering simple stat increases—which can feel unexciting—consider providing new abilities, exclusive information, improved relationships, access to unique NPCs, increases in organizational rank, fresh rumors, passive income, or other narrative gains. Completing a downtime action might also trigger follow-up actions; for example, building a tavern could lead to hiring staff, which in turn raises its popularity and broadens its influence. Each subsequent step may further enhance or modify the benefits of the previous one.
Incorporate narrative hooks as well. For example, a successful action might reveal the location of a hidden treasure through information from a retired adventurer-turned-cook, or improve an NPC relationship that yields vital intelligence. These hooks can uncover enemy weaknesses, secret entrances, or entirely new areas for exploration.
What are the Complications
Creating complications and roadblocks is challenging but crucial. They should be specific and actionable. Instead of a generic statement like "the roads are unsafe", be precise—for example: "The Red Hand Bandit Gang has been spotted on the southern road, increasingly targeting timber shipments to build a secret village for outlaws". Such specificity provides a tangible threat and an investigative hook, making complications more engaging and fully integrated with your setting.
If you need inspiration, consider using the following Spark Table:
Complication Spark Table
d20 | Descriptor | Complication |
---|---|---|
1 | Acute | Backlash |
2 | Bleak | Bureaucracy |
3 | Capricious | Challenge |
4 | Clandestine | Deadline |
5 | Dire | Delay |
6 | Escalating | Deviation |
7 | Erratic | Error |
8 | Imminent | Fee |
9 | Imposing | Hitch |
10 | Inexplicable | Interference |
11 | Insidious | Liability |
12 | Mounting | Obstacle |
13 | Ominous | Omission |
14 | Perilous | Penalty |
15 | Persistent | Predicament |
16 | Relentless | Rival |
17 | Sudden | Sabotage |
18 | Troubling | Setback |
19 | Turbulent | Shortfall |
20 | Wild | Threat |
When a complication or roadblock arises, have the players roll on the table and collaborate to determine a fitting solution. If you're not comfortable using spark tables on the fly, consider pre-rolling a few sparks for an action (say, 4 to 6) to use during play. Although this extra preparation requires more time, it's a worthwhile practice that will help you employ spark tables more effectively in the future and ultimately speed up play.
What is an Action Category
Not every downtime action needs to be built from scratch. There are categories of downtime actions—each representing a type of activity—that you can adapt and customize for a specific NPC, location, or narrative context. While each action is unique, those within the same category generally share similar requirements, rewards, risks, and complications.
Here's a non-exhaustive list to jump-start your ideas:
- Build: Construct something large—often a building or structure. You'll need a foreman, a patron, or a landlord.
- Carouse: Spend your time living in leisure. You've earned it. Seek out an innkeeper, a hedonist, or a fellow reveller.
- Command: Direct the actions of those who follow you. They're looking for your leadership. A lieutenant, a deputy, or an aide will do.
- Craft: Create something useful to carry or use. It might be artistic, magical, or simply mundane. Look for a craftsperson, an artisan, or an artificer.
- Expand: Increase your influence, business, or territory. This requires a fixer, a secretary, or even a general.
- Gamble: Take your coins and embrace luck—your big break is just one game away. Involve a bookie, a dealer, or a racketeer.
- Hire: Find the help you need—whether it's mercenaries, loyalists, or unsavory types. An agent, a broker, or a friend can help you locate them.
- Invest: Buy yourself into success and friendship. You might not be the most likable, but you've got the money. Rely on a broker, a financier, or a proprietor.
- Learn: Catch a whiff of something juicy—whether it's gossip, secrets, or hard facts. It will prove useful. Think of an agent, a spy, or even a blabbermouth.
- Mourn: Commemorate a fallen friend. You couldn't save them, and they deserved better. Call upon a pallbearer, a steward, or an undertaker.
- Pray: Cleanse your soul and confess your sins. Become spiritually whole again—look to a believer, a worshipper, or a zealot.
- Research: Delve deep into a special interest. Get so obsessed you forget to eat while you acquire valuable knowledge. Use a librarian, a scholar, or a philosopher.
- Train: Improve yourself through daily drills and repetition. Pick up a new trick like a dog. A guide, a mentor, or a master is ideal.
- Work: Slog through the trenches of mundanity and find fulfillment in honest labor. Earn your scraps with a contractor, a noble, or a boss.
Select individuals from your settlement and assign them one or more of these downtime action types. Keep in mind that not every person needs to offer a downtime action, though they might—and their roles can evolve over time. Also remember that a single person can fulfill multiple roles simultaneously. These are simply ideas to guide you; feel free to adapt them as needed.
And most importantly, the player characters are the ones doing the work in downtime actions. The people offering the actions are there to help and guide them—they won't act on the players' behalf when they're not around. Otherwise, players could simply hire them to get results without engaging with the downtime process, which would defeat its purpose. And of course, it's not like player characters work nonstop during downtime. They live normal lives and work on downtime tasks only a couple of hours a day or on specific days, with the rest of their time spent on mundane activities. Remember, downtime is an abstraction, not a simulation.
Create Downtime Actions
Anatomy of a Downtime Action
Each downtime action is defined by several key elements:
- Downtime Type: The general category or nature of the action.
- Linked NPC: The character who offers or facilitates the action.
- Resource & Cost: The type of resource required for the next step and its associated cost.
- Progress Requirement: The amount of progress needed to complete the action.
- Benefits/Rewards: What players gain upon completing the action.
- (Optional) Complications/Roadblocks: A list of potential complications or obstacles that might hinder progress.
Getting Started
Creating customized downtime actions can feel daunting—like staring at a blank page. To help you get started in a specific settlement neighborhood, I developed a simple workflow:
- Review Neighborhood Residents:
List all known residents in the neighborhood and assign them broad potential downtime categories. This gives you a quick starting point and a general overview of possibilities. - Select or Create a Category:
If you notice a missing category, create a new role or tweak an existing one to fill the gap. - Summarize the Action:
Write a brief, evocative description of the action—who is involved, how it's accomplished, and what the results will be. - Establish Requirements:
Identify any prerequisites for the action, such as necessary knowledge, previous events, established relationships, or other conditions. - Set Difficulty and Duration:
Determine the clock size or number of downtime actions required based on the task's difficulty. - Define Rewards:
Specify what players receive upon completing the action. Rewards can be narrative, mechanical, or both. - Determine Costs and Resources:
Outline the cost required for each progress step. This is typically a monetary value, though sometimes special resources (like a specific item) may be required. - Develop a Complications Table (Optional):
If desired, predefine a set of possible complications and roadblocks for the action. If you're comfortable improvising with spark tables, you can skip this step to speed up preparation.
Keep Evolving
Earlier, I mentioned that downtime is like faction turns for players—not only because it features player-facing progress bars, but also because it comes with long-term goals. Downtime actions can be linked together so that one action serves as the prerequisite for unlocking or discovering another. You should ask your players about their individual goals—or anticipate them yourself—to create interesting chains for players to uncover.
For instance, if a player aspires to delve into the mythical domain play of high-level D&D, you can chart out a possible path using downtime actions. Over time, they might earn their own territory or control their own faction. It takes a long time—just like reaching high level in a traditional game—but the difference is that the player is actively working toward this goal, making it feel more rewarding when achieved on their own merits. Moreover, complications and roadblocks will inevitably create scenarios that require players to address issues through active play or adventuring, ensuring that downtime remains integrated with the rest of the game rather than feeling disjointed.
Speyford Example
We'll continue from the example in my previous settlement post. While the context of downtime examples is provided there, reading about the neighborhood's creation might help clarify things further.
✱ Info
The following section features icons—here is a description of each.| ⚓ → Anchor | 🐵 → Landmark | 🙈 → Hidden | 🙊 → Secret | ⚠️ → Complication | 🚧 → Roadblock |
Here's a sample list of residents—remember, this isn't a definitive roster, just a brief overview and some ideas:
- ⚓ Mr. Briddle: Hire, Pray
- 🐵 "Bingo" Clarkson: Gamble, Invest
- 🐵 Peter Clubnot: Invest
- 🙈 Maya "Bonebreaker" Shawl: Learn, Train
- 🙈 Ronnie the Red: Craft
- 🙈 Tug Tugger: Build, Invest
- 🙈 Jasmin Thorn: Learn, Hire
- 🙊 The Northerner: Work
I like to add symbols (such as an anchor/landmark, hidden, or secret) to remind me that even if a downtime action doesn't have a prerequisite, the NPC offering it might still need to be discovered first. The initial downtime actions are usually a couple of options that become available immediately as players enter a neighborhood. I always ensure there is at least one or two trivial actions available, serving as default options.
Mr. Briddle: Hire
Despite running a modest guest house, Mr. Briddle is keenly aware of the employment needs in Tattertown. For the right price, he can send out word and find desperate opportunists looking for menial work.
- Requires: –
- Cost: 100–300 coins
- Progress: 🟢 Trivial (1)
- Rewards:
- Upon Completion – 1d4+1 potential hirelings.
- Money Bonus – Increase the modifier by 1 for each extra 100 coins spent (up to a maximum of 3).
- Risks (Optional):
- 1. [Insidious Bureaucracy] – The guilds in Spreyford need workers and are running a census in Tattertown.
- ⚠️ A shortage of workers results in a –1 modifier on potential hires.
- 🚧 Guards crack down in Tattertown, making hires temporarily unavailable.
- 2. [Sudden Rival] – A competing group of adventurers is looking to hire the same people as you.
- ⚠️ You secure the hireling, but the rival takes it personally—potentially seeking petty revenge.
- 🚧 The rival spreads troubling rumors about you, discouraging potential hires.
- 3. [Turbulent Challenge] – The hirelings you secure turn out to be wanted criminals.
- ⚠️ The guards become suspicious and eventually link these criminals to you.
- 🚧 A raid occurs at the Dapper Nook just as you're finalizing contracts, resulting in a temporary ban on hiring in Speyford.
- 4. [Capricious Backlash] – A faery is seeking revenge on you—whether mistakenly or justifiably.
- ⚠️ The hireling becomes charmed by the faery, lowering their loyalty and risking betrayal.
- 🚧 The faery invades the guest house, barricades a room, and creepy weeds begin to sprout. Mr. Briddle refuses to do business until the matter is resolved.
This is a relatively straightforward example of a common activity for adventurers. However, the hiring action can become even more engaging when complications arise. A more moderate hiring action might not only increase the quality of hirelings but also focus on recruiting very specific individuals—such as a skilled spy or a sage specialized in a particular field. You could expand the search beyond the current settlement by sending scouts or writing letters to promising candidates from neighboring areas, enticing them to travel to you and potentially get hired.
"Bingo" Clarkson: Gamble
Want to prove yourself in the ring? "Bingo" Clarkson is always on the lookout for new fighters—offering a chance to gain fame, glory, and potentially win some money.
- Requires: –
- Cost: 1d4+1 × 100 coins
- Progress: 🟡 Moderate (5)
- Rewards:
- Per Progress – More people begin to recognize your boxing prowess.
- Upon Completion: – A chance to fight in a more prestigious venue in Uptown.
- Winning Bonus: – Rolling doubles indicates a win—gain double the cost in coins. (Note: Complications and roadblocks still apply, and winning does not affect progress).
- Risks (Optional):
- 1. [Clandestine Backlash] – The Rose Cartel is trying to regain control of "Bingo"'s territory.
- ⚠️ Bookies are frequently robbed, preventing winnings from being doubled; tension mounts on fight nights in Tattertown.
- 🚧 The Cartel issues serious threats against "Bingo"'s niece, Hilda, leading to a suspension of fights.
- 2. [Sudden Predicament] – You sustain an injury during the fight.
- ⚠️ A minor injury means doubles on 5s and 6s no longer count as a win; your attacks are impaired until recovery.
- 🚧 A major injury renders you unable to fight safely, requiring a prolonged recovery.
- 3. [Turbulent Liability] – New arrivals in town increase the brutality of fights.
- ⚠️ Future rolls for this action incur a –2 penalty until the situation is resolved.
- 🚧 A fighter dies during a bout, the opponent flees, and the Guard shuts down the ring until the issue is addressed.
- 4. [Inexplicable Error] – You make a critical mistake in the ring.
- ⚠️ Your opponent accuses you of cheating; you can still bet, but you're barred from fighting until the matter is resolved.
- 🚧 You accidentally kill your opponent, making you a wanted individual—forcing you to lay low.
This example offers steady progress with promising follow-up actions—a potential pathway to a successful boxing career. As players pursue this action, they could acquire specific skills along the way or make it an engaging narrative background. It also highlights the flexibility of the system by adding the gambling component; it gives players a unique chance to earn money instead of merely incurring a cost (though be careful that the mechanics aren't easily exploited or the payouts too high). Best of all, even a victory in the ring can still trigger complications or lead to roadblocks, keeping the action exciting and unpredictable.
Tug Tugger: Build
Renovate your apartment in Tattertown—or even build a new establishment—with Tug Tugger as your go-to expert.
- Requires: A Speyford permit for a plot of land in Tattertown or owning an existing building in your name.
- Cost: 500 coins
- Progress: 🟡 Moderate (4) for small renovations; up to 🔴 Hard (open-ended) depending on the size of the project.
- Rewards:
- Per Progress – The space becomes gradually more livable and usable.
- Upon Completion – A functional, usable space with essential furnishings.
- Risks (Optional):
- 1. [Ominous Liability] – The build site is haunted.
- ⚠️ Tools go missing, materials burn, and workers sustain minor injuries. There's a 2-in-6 chance each week for something to go wrong.
- 🚧 Workers become so spooked that they refuse to work.
- 2. [Acute Bureaucracy] – Hubertus Fowler, a prominent guild member, wants both you and your project out of Tattertown.
- ⚠️ Every step is mired in paperwork and permits, effectively adding an extra +2 progress cost.
- 🚧 A corrupt official inspects your site and levies a hefty fee of 5000 coins for "violations", halting all work until it's paid or resolved.
- 3. [Imminent Shortfall] – The Alabaster Company in Blackfort is buying up all the clay, leading to a dwindling supply.
- ⚠️ Increased demand drives up the price—pay an additional 50 coins per progress step and add 2 progress points.
- 🚧 Tycoon Hartford, owner of the company, has secured exclusive deals with local clay makers, preventing any supply for Speyford.
- 4. [Troubling Obstacle] – The Red Hand Bandits are active along the supply road.
- ⚠️ The bandits impose extra "taxes"—an additional 100 coins per progress step until the issue is resolved.
- 🚧 The bandits hold the material supply hostage until a large sum is negotiated and paid.
This example includes a prerequisite. Players can acquire it through active play—perhaps as a reward for a completed quest—or as another downtime action. Typically, this action isn't advertised until its prerequisite is met. However, if a player wonders how to build their own structure in Tattertown, you can subtly hint at the requirements through conversation or a rumor table. It's an opportunity to spark ideas and encourage exploration. Remember, you don't need to plan every downtime action in advance—add them as needed while keeping the overall goal in mind.
Conclusion
That's my take on downtime. I hope it gives you something to use—or even steal—as inspiration, and at the very least, helps you appreciate this often neglected game phase a bit more. My approach isn't a one-size-fits-all solution, but it works for me. If you're running a multi-group campaign in a West Marsh setting or using 1:1 time, you might need to tweak this proposal, but many of the general principles will still hold true. Ultimately, downtime should be customized, specific, and “sticky” enough to encourage and generate dynamic play.
While a well-designed carousing table can be fun and serve as an acceptable compromise under time pressure, I believe that the extra effort of implementing my approach will create a much richer experience. It offers players clear guidance and the potential to pursue their individual goals. Let me know what you think!
Further Reading
Here are some resources on downtime that have inspired me or offer alternative approaches. Use these as inspiration if you want to learn more about enhancing your downtime mechanics:
- Downtime in Zyan and corresponding blog posts by Ben Laurence – Big inspiration!
- Blades in the Dark by John Harper. Particular Progress Clocks.
- Downtime and especially Growth in Cairn Second Edition
- Errant by Kill Jester Games
- Errant Deep Dive #7: Downtime by Permanent Cranial Damage
- The Haven Turn, Investments, Citadels, and Domains and Proceduralism On a Red World Alone by Paper's and Pencils
- A bunch of cool posts and ideas about several downtime procedures by Valinard's Tower
- Cinco: Treasure & Downtime by Traverse Fantasy
- Using 2d6 Downtime Activities in my Worlds Without Number Game by Silverarm Press
- On Downtime and Demesnes by Courtney Campbell
- Downtime in D&D by Bandit's Keep
- How to Use Downtime to Improve your DnD Campaign by Earthmote