Interludes and Downtime Tutorial

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!

graph TD A[Campaign Flow] --> B[Action Scene] B --> C[Travel/Downtime] C --> D[Interlude] D --> E[Character Development] E --> F[Next Adventure] C --> G[Downtime Activities] G --> H[Training] G --> I[Research] G --> J[Networking] G --> K[Crafting]

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

  1. GM calls for an Interlude during downtime
  2. Each player draws a card
  3. The suit determines the story theme
  4. Player narrates a short tale
  5. Everyone gets a Benny for participating!

When to Use Interludes

Interlude Suit Themes

♠ Spades

Tragedy

A tale of loss, defeat, or something that went wrong

♥ Hearts

Love/Desire

Romance, friendship, or something yearned for

♦ Diamonds

Fortune

Wealth gained or lost, lucky breaks, treasure

♣ Clubs

Victory

Triumph, achievement, overcoming odds

Advanced Interlude Options

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 Spades - 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 Fortune

"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 Clubs - 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.

Adventure Ends
Downtime Period
Activities
Next Adventure

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 Streetwise
Benefit: Contacts, rumors, or allies
Example: "I'll work the taverns and see what the local thieves know."

Downtime Mechanics

Extended Downtime Rules

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

Wealth & Resources During Downtime

Living Expenses

Downtime Complications

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

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 - 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!

Quick Downtime Generator

Roll d6 for location, d6 for duration:

Location: 1-2: City, 3-4: Town, 5: Wilderness, 6: Unusual
Duration: 1: Days, 2-3: One week, 4-5: Two weeks, 6: One month+

Best Practices

For Game Masters

For Players