The Space Between Adventures: Designing Downtime That Players Actually Look Forward To
Downtime periods in tabletop campaigns are frequently treated as logistical pauses — time for shopping, healing, and light bookkeeping before the next adventure begins. This approach squanders one of the most underutilized tools available for character development, world progression, and narrative momentum. This article presents a complete framework for designing downtime systems that feel as essential to the campaign as any combat encounter.