We're in the short gap between the last Saturday and the first Thursday, so players have less time than usual to sort out their downtime orders. It is also, however, a fairly short period of game time -- 11 days for most characters and only 4 days for the characters in yesterday's game! Today's tip will be about downtime orders.
SCHEDULE
Our next game will be on Thursday, September 4 at 17:00. As always, please let me know ASAP whether or not you plan to attend. Discussing plans among yourselves before the session will maximize your gold and XP potential.
Orders for all characters for the period ending October 2, 1479 are due by 19:00 on Monday, Sep 1.
TIPS & TRICKS
Downtime Orders Made Easier
Issuing good downtime orders has two very direct and obvious benefits: 1) they allow the players to execute "housekeeping" sorts of activities outside of the play session so as to maximize the time available for recovering treasure and earning experience points during the session; and 2) they contribute to a lower ratings average for the player which allows cheaper and faster level training for his characters.
The "tactical infinity" offered by AD&D in session play is also offered in downtime play, but that metaphorical blank sheet of paper can be more of a hindrance than a help for a player who doesn't already have a plan in mind. While there are an infinite range of choices available, there are really only a few things that the player not already executing some plan needs to consider.
The two things that bring players the most benefit from downtime orders are information about what opportunities offer the best rewards, and the time to plan and prepare for the pursuit of those opportunities. As such, the first thing a player should accomplish in downtime orders is to find out what opportunities for gold and XP exist. Orders to do that can be pretty simple, but considering what a player knows about the setting already can direct and focus that information gathering better than generically "hanging around listening for rumors." If you don't know where to start, start there.
For players who already know about an opportunity they'd like their characters to pursue, downtime orders are even simpler. Such players should consider what's needed to best accomplish their intended goal, as far as they know, and buy and arrange what they need.
For example, if you know you want to go back to the nearby dungeon and hopefully bring back boatloads of treasure, you know that you're going to need some muscle or stealth to deprive whatever has the treasure now of it, and you'll need a way to get it home. Plus you need to get there and back, and the faster you do that, the less likely you'll run into something on the way that might kill you. So, figure out what other characters are willing to go with yours, hire some mercenaries maybe, buy horses and pack animals if you don't have them. And lots of sacks. A large sack will hold 400 coins. How many coins are you hoping to bring back? That tells you how many sacks to bring.
Torches, rations, arrows, weapons, and armor upgrades can all be purchased outside the session. If your character has already paid at least one month of upkeep, you can ignore the cost of things that cost less than a crown unless you're buying huge numbers of them. Do your encumbrance accounting before the session starts, and have your character sheet all up to date. You'll end up earning more XP faster. Not because the ref is happy, but because you've made the best use of the limited session time.