Rules Index | GM Screen | Player's Guide


Chapter 1: Gamemastery Basics / Running Downtime

Money in Downtime

Source Gamemastery Guide pg. 26
While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron.

The downtime system includes a guide for calculating the cost of living, using the values found in the Core Rulebook. Tracking cost of living is usually best reserved for months or years of downtime since that’s when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they’re telling.

Investments

Source Gamemastery Guide pg. 26
The downtime system isn’t meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on.

When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of Crafting an item, you can’t build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead.

Money During Long Periods of Downtime

Source Gamemastery Guide pg. 26
If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living found in the Core Rulebook to figure out how much they get. Because you’re trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world.