Between the explosions and sword fights, heroes need time to breathe, reflect, and grow. Interludes and Downtime aren't just "filler" - they're where characters become people, where relationships form, and where the seeds of future adventures are planted!
Interludes are narrative moments where players share stories about their characters. Think of them as flashback scenes in a movie or campfire tales that reveal character depth. They're perfect for long journeys, quiet moments before the storm, or recovery periods.
A tale of loss, defeat, or something that went wrong
Romance, friendship, or something yearned for
Wealth gained or lost, lucky breaks, treasure
Triumph, achievement, overcoming odds
| Card Rank | Time Period | Focus |
|---|---|---|
| 2-4 | Distant past | Childhood or early years |
| 5-8 | Recent past | Events leading to current adventure |
| 9-Queen | Present reflection | Current thoughts and feelings |
| King-Ace | Future hopes | Dreams and aspirations |
"Let me tell you about the last time I saw my brother. We were defending the bridge at Harwick when the orcs broke through. He pushed me aside as the warchief's blade came down... I still carry his sword."
"You know, this reminds me of why I'm really on this quest. Back home, there's someone... Maria. She's sick with the wasting disease. Every coin I earn, every treasure we find - it all goes to finding her a cure."
"One day, I'll have enough gold to buy back my family's estate. I can see it now - the vineyards restored, the manor rebuilt. Maybe then father's ghost can rest."
"I ever tell you about my first real fight? I was eight, and the village bully had been terrorizing the younger kids. Took me three tries, but I finally landed a punch that sent him crying home to mama!"
Sometimes, interludes can involve multiple characters sharing connected stories:
Option 1: Each player adds to the same story
Option 2: Stories that intersect ("Hey, I was at that battle too!")
Option 3: Different perspectives on the same event
Option 4: Building on themes (everyone tells a "first adventure" story)
Downtime represents extended periods between adventures where characters pursue personal goals, train, or prepare for challenges ahead. Unlike the narrative focus of Interludes, Downtime often involves mechanical benefits.
Time: 1-4 weeks
Cost: $50-200 per week
Benefit: Work toward new Edge requirements or improve skills
Example: "I spend three weeks at the monastery learning their fighting techniques."
Time: Days to weeks
Roll: Research or Academics
Benefit: Information, plot hooks, or bonuses to future rolls
Example: "I'm hitting the archives to learn about the demon's weaknesses."
Time: Varies by item
Roll: Appropriate skill (Repair, Science, etc.)
Benefit: Create gear, earn money, or prepare special items
Example: "I'll forge a new sword with that meteoric iron we found."
Time: 1-2 weeks
Roll: Persuasion or Streetwise
Benefit: Contacts, rumors, or allies
Example: "I'll work the taverns and see what the local thieves know."
| Duration | Possible Activities | Special Benefits |
|---|---|---|
| 1-3 Days | Rest, resupply, gather information | Remove Fatigue, heal Wounds |
| 1 Week | Light training, simple crafting, networking | One significant activity |
| 1 Month | Serious training, research project, build reputation | Progress toward Advances |
| Season+ | Major life changes, establish business, long journeys | Character development, new Edges |
Not all downtime is peaceful! Draw a card to see if complications arise:
| Card | Complication | Example |
|---|---|---|
| 2-3 | Major Problem | Arrested, robbed, or old enemy appears |
| 4-6 | Minor Setback | Overcharged, minor illness, lost item |
| 7-10 | Interesting Event | Meet someone important, find opportunity |
| Jack-King | Peaceful Time | Everything goes as planned |
| Ace | Fortunate Turn | Unexpected windfall or opportunity |
| Joker | Adventure Hook! | Stumble into next adventure |
The best campaigns weave both together seamlessly:
Week 1: Characters arrive, find lodging (Downtime - resupply)
Interlude: Over dinner, each shares why they became adventurers
Week 2: Training and research (Downtime - mechanical benefits)
Interlude: During training, mentor asks about greatest fear
Week 3: Networking for next job (Downtime - gather information)
Result: Characters grow both mechanically and narratively!
Roll d6 for location, d6 for duration:
Location: 1-2: City, 3-4: Town, 5: Wilderness, 6: Unusual