@Blinkin and @ihinka,<br/><br/>Fantastic, some great questions and really show an interest in the game beyond the adventure.  I have not quite figured out how to handle downtime. So, let me talk a bit about a few models for downtime.<br/><br/>For future reference, I’m going to call the West Marches campaign in which I GM RPGX West Marches for future reference.<br/><br/>In Adventure League (The WotC official Shared World), characters get a certain amount of Downtime for each adventure.  There are a couple of references that have some rules on downtime (DMG and XGtE).  Some of the complications in Downtime can lead to mini-adventures. There is a supplement Acquisitions Incorporated, where a magic aspect of the game is running a Downtime business<br/><br/>In the RPGX West Marches game, we allow players 60 days of downtime for players. There is a list of activities for downtime. As well, we require that player write one downtime post for each adventure.  So, characters are limited to the amount of downtime by adventuring.  Also, we have had to tweak things as low level characters were actually making more money in downtime than adventure (although it was only 1 downtime per adventure).<br/><br/>So let me talk a bit about several things that might fit into this framework<br/>1) I love stories about characters. I encourage people to write solo and or joint - with another character/player) stories.<br/>2) A characters Background should not stop when they become a character.  So, people should feel free to add to the characters background about what they are doing in Crossroads.<br/>3) The world abounds with hooks (e.g., Natasha’s revenge, starting a new business).  As long as you can get a GM and possibly a few players, I’m fine with these things becoming adventures.  After all, this is a sandbox (or maybe Mindcraft), where the player can build what they want.<br/>4) The mechanical benefits of downtime (e.g., learn spells, craft items, make gold). I want to tie any mechanical benefits to  a character’s level. So, anyone can have/start a business (or do research, or…).  However the benefits will be based on level and everyone will get an equivalent benefit regardless of what they do.<br/><br/>For example, Dafina decides to open an Herbal shop, while Drip decides that being a High-Class Entertainer and Escort is more in line with his abilities and interests. It will be different downtime stories, but an equivalent benefit.<br/><br/>@Isengrad, I leave you to decide what you want to do with Falgrim. However, I have an NPC floating around that has a Smithy and Barbecue business out of which he runs his Private Investigations business. So, mix and match is just fine.<br/><br/><hr/><br/>@all<br/><br/>Now let me talk a bit about a couple of decisions around the overall game mechanics.  Basically, I’m going to tie everything (Gold, Magic, Downtime, etc.) to level.  This will let people re-build a character’s gear.  Either for a specific adventure (e.g., urban vs. wilderness vs. nautical), because the character concept has changed, because the GM increased the budget, or because I’m tweaking the rules.<br/><br/>Disposable Magic. My plan is that a purchase of a disposable magic item is good for the duration of an adventure.  For example, buy a potion of healing.  This means that the character has a potion of healing for the adventure.  Drunk or not, for the next adventure, the character has the gold equivalent of the healing potion to once again spend on a healing potion, or something else.