Work on a Project
If a PC wants to pursue a project that would take them a substantial amount of time but that they can work on during a long rest, they should first discuss it with the GM. This could involve deciphering an ancient text, crafting a new weapon, or something similar. Projects usually involve a Progress Countdown (see the “Countdowns” section in chapter 3). Each time a PC takes the Work on a Project downtime move during a long rest, they either automatically tick down their countdown, or the GM might ask them to make an action roll to gauge their progress.
For more information on projects, see the “Using Downtime” section in chapter 3.
For GM
The Work on a Project downtime move requires more GM input than other downtime moves and is best suited for long-term endeavors the PCs wish to undertake.
These projects are typically tracked using a Progress Countdown. When deciding the starting value of the countdown, consider the complexity of the project, the availability of relevant tools, and the impact of the project on the story. If completing the project will give the group essential information they need to move on, you may want to set the starting value at a low number to ensure the group doesn’t have to wait too long for the next clue or story beat. If the project isn’t tightly linked to other parts of the story and it simply requires time, you might start the countdown at a higher number.
Simple projects might tick down the countdown each time the player uses the Work on a Project move. However, if the project is skill dependent, you can ask how the PC makes progress and then call for a roll using a trait that matches their approach.
When a player rolls to progress their project, it doesn’t feel great if the roll simply ends in failure. If you use the Dynamic Countdown Advancement table in the earlier “Countdowns” section, consider letting a failure give the PC special insight into their goal, which grants them advantage on their next roll for that project. Alternatively, you can instead use the following criteria so the PC always makes progress even on a failure:
- Critical Success: 4 ticks
- Success withHope: 3 ticks
- Success withFear: 2 ticks
- Any failure: 1 tick
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