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  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. A lot of DMs over-explain their world because they've created something and they want it to be discovered. I'm guilty of this myself. What I learned is that letting players ask questions does more to reveal lore than a 10-minute monologue ever will.

    I talked about this in my latest video here:

    youtube.com/watch?v=zBbZiwqNF5E
    4 min 46 secs

    #dnd #dndtips #dungeonmaster #dnd5e #dndtips #rpgadvice #dmadvice #dndplayers

  3. NEW: "Make your D&D Game More Efficient"

    D&D sessions don't usually fall apart because of bad ideas, they bog down because of inefficiency. I share practical, table-tested tips for making your D&D game run more smoothly.

    WATCH: youtube.com/watch?v=CBOouGdnIOE
    READ: ruckerworks.com/2025/12/make-y

    #DMTips #DnD #TabletopRPG #DungeonMaster #DnD5e #RPGTips #GameMaster #DMAdvice #TTRPGCommunity #RoleplayingGames #TabletopGaming #Ruckerworks

  4. NEW: "Stop Lore Dumping in D&D: Let Players Discover Your World"

    Revealing lore in a D&D campaign doesn’t have to overwhelm your players. I talk about how to share your world’s history, factions, secrets, and mysteries at a pace that keeps everyone engaged without turning the session into a lore dump.

    🎥 WATCH: youtube.com/watch?v=zBbZiwqNF5E
    📚 READ: ruckerworks.com/2025/12/stop-l

    #dnd #dndtips #dungeonmaster #dnd5e #dndtips #rpgadvice #dndcommunity #worldbuilding #dmadvice #dndplayers #campaignbuilding

  5. NEW: "5 Ways Players and DMs Sabotage Their D&D Game (and How to Fix It)"

    Here is my list of 5 ways players sabotage a D&D game, followed by 5 ways Dungeon Masters ruin the fun around the gaming table.

    WATCH: youtu.be/61dQhfYbM4E
    READ: ruckerworks.com/2025/11/dnd-pl

    #DMTips #DnD #TabletopRPG #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Storytelling #Ruckerworks

  6. Sometimes, you want a series of standalone quests in your D&D game. But if you've got a long-running campaign, it's easy to fall into a seemingly endless series of side-quests that distract the party from the main goal.

    VIDEO: "Yak Shaving in D&D: Stop Endless Side-quests"

    I break down what yak shaving looks like at the D&D table, why it happens, and how you can stop it.

    Watch here: youtu.be/WueSg1EHlyg

    #DnD #DungeonMasterTips #TabletopRPG #RPGTips #DMAdvice

  7. Looking at my list of YouTube videos, many of them are about how to improve the D&D experience. This can imply that D&D is broken, or that it requires a degree of effort to 'get good', etc.

    Let's be clear. Most DMs can be better at running the game. Most players can be better at playing the game. But it's still a game. Have fun. Be yourself and enjoy the experience.

    Your D&D game is better than not playing D&D at all.

    #ttrpg #dnd #playeradvice #DMadvice

  8. There are less than three days left in the awesome RPG Game Master Book Series Bundle at Humble.

    For only $18 bucks you get every book in the Game Master's Guide To series.

    Even better, this bundle supports The Breast Cancer Research Foundation (BCRF).

    #ad humblebundleinc.sjv.io/dOroOW

    #TTRPGs #DnD #DungeonsAndDragons #DMAdvice #DMTools

  9. The 2024 #dnd rules allegedly don’t require magic items, but they’re also no longer an optional rule and also the game explicitly expects players to get more AND BETTER items than in the 2014 rules. #dnd5e #2024dnd #trrpg #characteroptimization #dmadvice

    tiktok.com/t/ZT2twy8vA/

  10. DM advice

    Give every halfway important NPC a unique talent.

    Give every villain, no matter how evil, a redeeming quality.

    #dnd #dungeonsanddragons #ttrpg #DMadvice

  11. A character optimizer at your table can be a DM’s best friend, but only if you’re willing to let them be a resource.
    #dnd #dnd5e #trrpg #2024dnd #dmadvice
    #dungeonsanddragons

    tiktok.com/t/ZT258Nd9n/

  12. How do you create interesting challenges for character optimizers? The blunt instruments of “higher cr” and “more hit points” will only go so far.
    #dnd #dnd5e #2024dnd #ttrpg #dungeonsanddragons #dmadvice

    tiktok.com/t/ZT2PrCL9E/

  13. The Lair of Secrets contribution to #GMuary is up (a day late, but hey, we're here!) #GMAdvice #DMAdvice

    The Lair’s Guide for New Game Masters lairofsecrets.com/podcast/the-

  14. DM advice: Do you have a bunch of generic (possibly low level) creatures that feel a little too boring? Or do you possibly need to make one of those creatures stand out a bit, without having to prep for hours beforehand?

    There's a "Monster Features" section in the DMG (p. 280). Just select any of the features, and add it to a creature in order to give it a more unique flavour, i.e. a Goblin with "Rampage" or a Drider with "Redirect Attack".

    #ttrpg #dnd #dungeonsanddragons #DMadvice

  15. DM Advice: Give your players a "Shard of Displacement". Essentially a rock that, upon shattering, sends up to X people in a 10 ft radius to a random place or plane of existence (unless a character knows the arcane, configuration phrase for a specific place / plane, which transports them there instead). This is an easy way of avoiding TPKs, while maintaining momentum, and building on top of the narrative.

    #DMadvice #dnd #dungeonsanddragons #ttrpg

  16. this is honestly just solid #DMAdvice. But also bad phrasing on my part. My actual motivation for asking the internet was to see if there was going to be a surprisingly large chunk of people that would be turned off if [insert species here] wasn't included by default.

  17. DM Advice: When writing important NPCs and creatures, create 1 - 3 adventure hooks (keep them short, just one sentece) for each one.

    #dnd #dungeonsanddragons #DMadvice #TTRPG

  18. Hallo liebes #pnpde
    Ich bräuchte mal eine #dmadvice von erfahrenen #dnd5e Spielleiter:innen: Ist ein Schatten ein angemessener Endgegner für eine Level 1 Gruppe? Rein von der Encouterberechnung schon, aber ich hätte doch lieber eure erfahrene Meinung, statt meine DM Karriere mit einem TPK zu starten. 😅

  19. New issue of d12 monthly just dropped for subscribers! Yay. I always look forward to reading @YUMDM 's zine - it's quite a nice resource for #ttrpg #DMAdvice with each episode focusing on a different topic. Great stuff! You can check the old issues on the d12 site here yumdm.com/zines/ and tomorrow the guild issue will be available to everyone.