<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=337124.msg16025463#msg16025463">Quote from: Ehkoe on 07-11-2021, 22:12:23</a></div></div><blockquote class="bbc_standard_quote">I am curious about the mechanical side of downtime. If player power is going to be mostly based on wealth earned via time adventuring, that leaves the question of what happens with gold earned or spent during downtime.<br/><br/>Most groups I've played with tend to keep downtime as a between session fluff to earn a bit of extra gold or hunt for a specific item and I've always been interested in exploring the concept more.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>It is a bit tough to separate mechanics from Story in downtime. However, I’m going to try.<br/><br/>It terms of RP and story, pretty much anything goes during downtime.  Crossroads is intentionally outside of time.  So, a character could go off and do whatever - get married and have kids, go to college, work as XYZ, research stuff.  Then the character could come back to Crossroads a day later.<br/><br/>In terms of mechanics, I want what happens during downtime to be a choice based on character development, not optimization.  I want characters to do what they want to do without losing a mechanical benefit.  I’m not sure how I’m going to do that.<br/><br/>Maybe this can be made clearer with an example, I have Rolen - a Warlock who is a former actor. For several downtime sessions, Rolen created an amateur theatre company - The West Marches players.  He would come back and compose and put on a play about the adventure on which he had been.  In retrospect, the optimal thing for Rolen to have done, was worked during downtime to make money.