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: Stories Within Stories
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.
How Interludes Work
- GM calls for an Interlude during downtime
- A player draws a card from the action deck
- The suit determines the story theme
- Player narrates a short tale
- The storyteller earns a Benny (or another reward the GM chooses)!
When to Use Interludes
- During long travels ("The journey takes three weeks...")
- While waiting ("The contact won't arrive until midnight...")
- During recovery ("You spend a week healing in the village...")
- Between major story arcs
- To deepen character relationships
Interlude Suit Themes
♠ Spades
Victory
Triumph, achievement, overcoming odds
♥ Hearts
Love
Romance, friendship, family, or a bond with a companion
♦ Diamonds
Desire
Something yearned for - wealth, treasure, power, or a dream
♣ Clubs
Adversity
A tale of loss, tragedy, or something that went wrong
Advanced Interlude Options (optional house rule)
| 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 |
Interlude Examples
♣ Seven of Clubs - Recent Tragedy
"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."
♥ Queen of Hearts - Present Love
"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."
♦ Ace of Diamonds - Future Desire
"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."
♠ Three of Spades - Childhood Victory
"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!"
Group Interludes
Sometimes, interludes can involve multiple characters sharing connected stories:
Collaborative Storytelling
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 Activities
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.
Savage Worlds doesn't have a formal downtime system, so the times, costs, and tables in this part are suggested house rules - scale them to your setting. Remember too that SWADE has no experience points: characters earn Advances (roughly one per session) and climb the Ranks from Novice through Seasoned, Veteran, and Heroic to Legendary. Downtime is flavor and opportunity, not a substitute for Advances.
Common Downtime Activities
🎯 Training
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."
📚 Research
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."
🔨 Crafting
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."
🤝 Networking
Time: 1-2 weeks
Roll: Persuasion or Common Knowledge
Benefit: Contacts, rumors, or allies
Example: "I'll work the taverns and see what the local thieves know."
Downtime Mechanics
Extended Downtime Guidelines (house rules)
| Duration | Possible Activities | Special Benefits |
|---|---|---|
| 1-3 Days | Rest, resupply, gather information | Shake off most Fatigue; Wounds heal slowly (natural healing is a Vigor roll every 5 days) |
| 1 Week | Light training, simple crafting, networking | One significant activity |
| 1 Month | Serious training, research project, build reputation | Story payoffs and new opportunities |
| Season+ | Major life changes, establish business, long journeys | Character development (new Edges still come from Advances) |
Wealth & Resources During Downtime
Living Expenses (suggested; adjust to your setting)
- Destitute: $0/week - Begging, sleeping rough
- Poor: $10/week - Shared room, basic meals
- Modest: $25/week - Private room, decent food
- Comfortable: $50/week - Good inn, quality meals
- Wealthy: $100+/week - Luxury accommodations
Downtime Complications
Not all downtime is peaceful! As an optional house rule, 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 |
Combining Interludes and Downtime
The best campaigns weave both together seamlessly:
Example: Three Weeks in Thornburg
Week 1: Characters arrive, find lodging (Downtime - resupply)
Interlude: Over dinner, each shares why they became adventurers
Week 2: Training and research (Downtime - practical 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!
Quick Downtime Generator
Roll d6 for location, d6 for duration:
Location: 1-2: City, 3-4: Town, 5: Wilderness, 6: UnusualDuration: 1: Days, 2-3: One week, 4-5: Two weeks, 6: One month+
Best Practices
For Game Masters
- Use Interludes to spotlight quiet players
- Connect Interlude stories to future adventures
- Let Downtime activities create new plot hooks
- Balance mechanical benefits with narrative growth
- Keep downtime proportional to adventure intensity
For Players
- Prepare a few story seeds for Interludes
- Use Downtime to pursue character goals
- Connect your stories to other characters
- Don't always optimize - sometimes just roleplay!
- Ask "What would my character do with free time?"