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.

  • Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
  • Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
  • 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.
  • 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
    D&D. Spider Climb. 🕷️ please follow. #dmdaze #thelordsofslime #dungeonsanddragons #dnd5e #dnd

    Chronicles of Divastara 27: Moving Statues

    #twitch #streaming #wod #dungeonsanddragons #dnd #dnd5e

    http://twitch.tv/finalshowfilms

    How do people normally get in here?

    This is fantastic. If you like both Math and DnD, take a watch.

    Warning, it's PDEs. Lots of PDEs. So "if you like math" takes on a really special meaning. How much do you like wave equation modification and fourier transforms?

    https://www.youtube.com/shorts/59xKGbD3OHg?feature=share

    #DnD #Math #DungeonsAndDragons #Maths

    Im not Insane #dnd #dndscience

    YouTube

    Geschichte des #Rollenspiels - Der Ursprung virtueller Welten

    Sie kämpfen gegen Drachen, schleichen durch Verliese: Welten entstehen in den Köpfen fantasievoller Spieler, die am Wohnzimmertisch die Würfel werfen. Pen-and-Paper ist zum eigenen Genre geworden, das Top-Seller-PC-Spiele, Romanreihen, Kino-Blockbuster und Netflix-Serien inspirierspiet. Was macht diese Faszination aus?
    #podcast #PenAndPaper #Rollenspiel #Fantasy #DungeonsAndDragons #DasSchwarzeAuge
    🎲🐲🧙‍♂️🧝‍♂️
    https://pca.st/episode/855558aa-cba1-4924-b95c-ea3e06fedac0

    Preview of the new feats in the next book update!

    These are still a #WIP so I even be adding more and changing some things.

    #Gloryanna #dnd #dungeonsAndDragons

    The ‘wizards’ behind the online version of Magic: the Gathering are unionizing

    Developers at the studio Wizards of the Coast cited AI and layoff protections as some issues driving unionization effort

    The Guardian
    Wizards of the Coast is collaborating with Archon Studio to release a new line of official D&D terrain, with the first set focused on the Underdark. https://dungeonsanddragonsfan.com/official-dnd-terrain-archon-studio/ #dnd #dungeonsanddragons #miniatures #miniatureterrain #wizardsofthecoast #wotc #archonstudio