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#bastions — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #bastions, aggregated by home.social.

  1. Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

    #Bastions #DMAdvice #DnD #downtime #DungeonsAndDragons #GMAdvice #MilitiaActions #patternOfPlay #PlayingDD #RPG #ThreePillarsOfDD #TTRPG
  2. Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

    #Bastions #DMAdvice #DnD #downtime #DungeonsAndDragons #GMAdvice #MilitiaActions #patternOfPlay #PlayingDD #RPG #ThreePillarsOfDD #TTRPG
  3. Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

    #Bastions #DMAdvice #DnD #downtime #DungeonsAndDragons #GMAdvice #MilitiaActions #patternOfPlay #PlayingDD #RPG #ThreePillarsOfDD #TTRPG
  4. Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

    #Bastions #DMAdvice #DnD #downtime #DungeonsAndDragons #GMAdvice #MilitiaActions #patternOfPlay #PlayingDD #RPG #ThreePillarsOfDD #TTRPG
  5. Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

    #Bastions #DMAdvice #DnD #downtime #DungeonsAndDragons #GMAdvice #MilitiaActions #patternOfPlay #PlayingDD #RPG #ThreePillarsOfDD #TTRPG
  6. Xabal’s Workshop

    In our Age of Myths campaign the party acquired a keep. Though the party is many days travel by airship away from the keep, their former leader Artok (originally played by John) now runs the keep.

    Each of us gets a Special Feature for what is now our group Bastion. At this time Artok has a Sanctuary. We’ll want to get him a Barracks and Armory soon, because we aren’t around to defend the Bastion very often.

    Xabal Gaitee Quarter-Flagged Optigraph Balaneer nox Free Tink and non-Commissioned Officer of the Sadijh (on leave in absence), my goblin artillerist artificer, established a Workshop. He’s also interested in the Arcane Study, but first a workshop.

    Xabal and Crag took over the two store rooms in the keep. Xabal’s is on the left.

    Xabal took over the left most of the stores.

    What I like about the concept of Bastions/Strongholds/etc is that it gives players the opportunity for some ‘lonely fun.’ With a chill weekend at home I spent time thinking about D&D, but not actually playing the game.

    Xabal’s workshop interior floorplan created using watabou’s Dwellings Generator

    Using watabou’s Dwellings creator I found something as close as possible to the space on the DM’s map of the keep. Then I added a bit of lore around the minor change (there’s an aviary so it isn’t a pure rectangle).

    And then I discovered the steps and main door should be on the right rather than left. That error will go down as a function of Xabal’s quite-distracted memory and the difficulty of communicating over long distances

    One thing that Xabal trusted Artok to do was hire three artisans to help in the workshop. He hasn’t yet met them, but Flasfur and Chofs started working already.

    Hirelings

    Below the three current hirelings are described including their “stats” for social encounters and their short-form personalities.

    Flasfur Wreltor with Blackbirds

    Photo by Siegfried Poepperl on Pexels.com

    A goliath with a flock of blackbirds that stay in the newly added aviary. He’s a cobbler and leather worker. The blackbirds help Flasfur with fine work required of those professions.

    Nearly eight feet tall, Flasfur was the one said he wouldn’t join the workshop without a small improvement, the aviary for his small flock of blackbirds.

    He’s from a small town in the hills between Mihrstone, Sheljar and Artok’s Keep.

    Strength, constitutionGoliath (2014)Negative dexterityCobbler, leatherworker
    InvestigativeHeavy leather apronSheljarSmall awl (dagger)large aviary for the birdsModest lifestyleOpen, respectful, fatalistic, absent minded

    Chofs Chupmolea badged al-Chems

    Exterior drawing of Xabal’s Workshop in Artok’s Keep created using watabou’s Dwellings Generator.

    A goblin who is insistent in studying the corruption. She’s a jeweler and glassblower.

    Chofs recently travelled through the area scouting out a new source of gems not from her hometown. From Bel’an’faire in the south of Sheljar lands, she works with jewels and glass to create art and rarely implements of war.

    She also does etching and some other things that border on chemistry or alchemy.

    Dexterity, IntelligenceGoblinNegative charisma, strength, constitutionJeweler and fine arts, perceptiveLightweight, close fitting dressesBel’an’faireCaltrops to aid her escapeUse the corruption to power artModest lifestyleBrilliant, excitable, religious

    Bolnis Abica nox Qawaha

    Where Chofs is a common goblin in their structured society Bolnis is a wanderer similar to Xabal. She’s potter and tinker who travelled through the land with simple coffee gear.

    Bolnis doesn’t like tea, but has some with her. Most of her time is in the hills and coast between Sheljar and Mira, if people insist on discovering where she’s from it’s Ooshar. She considers her hometown a backwater.

    There’s a chance that Bolnis invents fancy coffee gear, but right now it’s simple. Her passion is to discover new ways to use tek to create new foods, tisanes, poultices, and more.

    Intelligence, CharismaGoblinNegative strength, constitutionPotter, tinker, coffee gear
    InsightLightweight travelling pantsOosharMug (club)An espresso machineComfortable lifestyle, though paid at modestGenerous, meticulous, sensual

    I’m already thinking about how Xabal will interact with these hirelings and what knives they give the DM. Chofs offers someone that could be corrupted through those who study it. Bolnis clearly has twice the income of the others. How is she getting that money? Flasfur’s blackbirds could distract him from running the shop.

    #AgeOfMyths #Bastions #DnD #DungeonsAndDragons #homebrew #PlayingDD #Xabal

  7. Xabal’s Workshop

    In our Age of Myths campaign the party acquired a keep. Though the party is many days travel by airship away from the keep, their former leader Artok (originally played by John) now runs the keep.

    Each of us gets a Special Feature for what is now our group Bastion. At this time Artok has a Sanctuary. We’ll want to get him a Barracks and Armory soon, because we aren’t around to defend the Bastion very often.

    Xabal Gaitee Quarter-Flagged Optigraph Balaneer nox Free Tink and non-Commissioned Officer of the Sadijh (on leave in absence), my goblin artillerist artificer, established a Workshop. He’s also interested in the Arcane Study, but first a workshop.

    Xabal and Crag took over the two store rooms in the keep. Xabal’s is on the left.

    Xabal took over the left most of the stores.

    What I like about the concept of Bastions/Strongholds/etc is that it gives players the opportunity for some ‘lonely fun.’ With a chill weekend at home I spent time thinking about D&D, but not actually playing the game.

    Xabal’s workshop interior floorplan created using watabou’s Dwellings Generator

    Using watabou’s Dwellings creator I found something as close as possible to the space on the DM’s map of the keep. Then I added a bit of lore around the minor change (there’s an aviary so it isn’t a pure rectangle).

    And then I discovered the steps and main door should be on the right rather than left. That error will go down as a function of Xabal’s quite-distracted memory and the difficulty of communicating over long distances

    One thing that Xabal trusted Artok to do was hire three artisans to help in the workshop. He hasn’t yet met them, but Flasfur and Chofs started working already.

    Hirelings

    Below the three current hirelings are described including their “stats” for social encounters and their short-form personalities.

    Flasfur Wreltor with Blackbirds

    Photo by Siegfried Poepperl on Pexels.com

    A goliath with a flock of blackbirds that stay in the newly added aviary. He’s a cobbler and leather worker. The blackbirds help Flasfur with fine work required of those professions.

    Nearly eight feet tall, Flasfur was the one said he wouldn’t join the workshop without a small improvement, the aviary for his small flock of blackbirds.

    He’s from a small town in the hills between Mihrstone, Sheljar and Artok’s Keep.

    Strength, constitutionGoliath (2014)Negative dexterityCobbler, leatherworker
    InvestigativeHeavy leather apronSheljarSmall awl (dagger)large aviary for the birdsModest lifestyleOpen, respectful, fatalistic, absent minded

    Chofs Chupmolea badged al-Chems

    Exterior drawing of Xabal’s Workshop in Artok’s Keep created using watabou’s Dwellings Generator.

    A goblin who is insistent in studying the corruption. She’s a jeweler and glassblower.

    Chofs recently travelled through the area scouting out a new source of gems not from her hometown. From Bel’an’faire in the south of Sheljar lands, she works with jewels and glass to create art and rarely implements of war.

    She also does etching and some other things that border on chemistry or alchemy.

    Dexterity, IntelligenceGoblinNegative charisma, strength, constitutionJeweler and fine arts, perceptiveLightweight, close fitting dressesBel’an’faireCaltrops to aid her escapeUse the corruption to power artModest lifestyleBrilliant, excitable, religious

    Bolnis Abica nox Qawaha

    Where Chofs is a common goblin in their structured society Bolnis is a wanderer similar to Xabal. She’s potter and tinker who travelled through the land with simple coffee gear.

    Bolnis doesn’t like tea, but has some with her. Most of her time is in the hills and coast between Sheljar and Mira, if people insist on discovering where she’s from it’s Ooshar. She considers her hometown a backwater.

    There’s a chance that Bolnis invents fancy coffee gear, but right now it’s simple. Her passion is to discover new ways to use tek to create new foods, tisanes, poultices, and more.

    Intelligence, CharismaGoblinNegative strength, constitutionPotter, tinker, coffee gear
    InsightLightweight travelling pantsOosharMug (club)An espresso machineComfortable lifestyle, though paid at modestGenerous, meticulous, sensual

    I’m already thinking about how Xabal will interact with these hirelings and what knives they give the DM. Chofs offers someone that could be corrupted through those who study it. Bolnis clearly has twice the income of the others. How is she getting that money? Flasfur’s blackbirds could distract him from running the shop.

    #AgeOfMyths #Bastions #DnD #DungeonsAndDragons #homebrew #PlayingDD #Xabal