South House Games


Campaign Setting Index => Gameplay Index

Rules for Outside Combat


Rest and Recovery

Carrying Capacity

Longer Downtimes

When the characters are not in any immediate danger from the environment or enemies, the rules are very loose. Movement is not restricted in any significant way and Basic Work tasks that do not require specialized skills can be passed automatically. It is recommended that GM's and players find a rhythm that works for their game group. Some love the nitty gritty of prepping for travel down to ounces of salt while others couldn't care less and just want to roll dice and find some treasure. Both styles and anything in between are perfectly viable and should be decided upon as a group.


GM Note: One issue that can come up outside of combat is the lack of an obvious order in which players should act. During combat, whether it is determined via initiative rolls or some other method, players understand that everyone gets a turn. This can seem like a small thing and for some groups there is a natural rhythm that is found, however, this lack of order outside combat can be an insidious killer of game groups if GMs and players are not vigilant. Some players are more comfortable voicing what their characters are thinking and doing and others are not. This can lead to certain players, through no malice or intent, dominating the table and potentially alienating others during the session. The solution I recommend is to act in order (I always start to the left of the GM when we are at a physical table, but it doesn't matter) outside of combat. Prompt the players by telling them how much time their characters have and any other context they need to make decisions. Keep the action moving around the table, even during conversations that do not involve all the characters, making sure you check in with the others from time to time to keep everyone engaged in the session.