Group Downtime: Remembering the Dead
Group Downtime Activities
The system of downtime actions I created is individual by design, built as a counterbalance to OSR games where the action is focused relentlessly on cooperative exploration, so that characters might develop as individuals and chart their own path between adventures. (If you’re not familiar, you can find an illustrative sample here.) However, I have come to believe that it is desirable to incorporate a few group downtime actions into this system in cases that involve the need for group buy-in or where the experience is inherently collective.
Group downtime activities differ from individual ones in that they require a quorum of at least 3 participating characters all of whom must spend their downtime action performing the group activity. If they are unable to form a quorum, then the action is not available. Having formed the quorum, in some cases each player rolls separately for the outcome of the action where the relationship to the group activity is more personal. In other cases, where the upshot is more collective, a single roll is made for the entire group. As usual, these rolls are 2d6, subject to a base modifier and a situational modifier with a result of 6- a failure, 7-9 a mixed result, and 10+ a success. Here is the first of several group downtime activities I have been working on. More to follow soon.
Remembering the Dead
To lose an adventuring companion is no easy thing, especially if one has shared many hazards and tight spots. The rites of remembrance give communal form to this grief. They take many ritualized forms, from interring a corpse in the dark earth to the cleansing smoke and dancing flames of a funeral pyre; from the solemn visitations of sitting shiva to the boisterous celebration of a wake. These rituals provide a way to commemorate and honor the dead so that the living may carry on without forsaking the memory of those who are gone.
All that is required for a humble rite of remembrance is the gathering of a few friends to share some memories over a libation, or perhaps a quick funeral before a hastily assembled cairn. But a proper rite of remembrance, befitting the individual’s stature and achievements, respectfully planned and resourced, is better for both the living and the dead. Thus, the base modifier is set by the collective expenditure on the funeral, which may come from any source.
Once the funds have be secured, the group should describe the rite of remembrance, where it occurs, according to what rituals, and which NPCs if any are invited. Before rolling each player character may choose to say some words commemorating their fallen comrade: sharing a memory of the character or saying something heartfelt about what they appreciated about them. Such sharing provides a situation modifier.
Once this is completed, each player rolls 2d6 separately, adding the following modifiers:
Base Modifier
0 GP -1
250 GP x Level + 0
500 GP x Level +1
1000 GP x Level +2
Situational Modifier
+1 for words commemorating the deceased character.
Results
6-: No closure: The rite of remembrance leaves you cold.
7-9: Mourning is Hard: Roll on the Memories table and take the Unresolved Mourning condition.
10+: The Dead Live On: Roll on the Memories table.
Memories 1d6
An Example to Us all: Gain XP equal to deceased character’s level x 200.
Unexpected Inheritance: The player of the deceased character may specify what remarkable item they have bequeathed to the living character. If no such item exists, the GM may invent one that no one knew the deceased character had.
Carry on the Work: The player of the deceased character may specify which downtime project to bequeath to the living character, inheriting the associated tracker but reducing it by 1 (to a minimum of 1). For example, the living character might pick up a relationship with one of the friends of the deceased, or acquire steps towards a martial technique, skill, spiritual exercise, or magical research they were engaged in learning, or inherit an institution they alone were building.
Channel their Memory: Taking inspiration from the deceased, the living character can perform one extraordinary feat. The GM in collaboration with the player of the deceased character will devise a one-use power that is a tribute to the character’s achievements or endearing features. For example, if the character did some great fast talking, the one-use power might be used to persuade any NPC of one thing.
Protection of the Dead: The character is watched over by the spirit of their fallen comrade who will intervene to a replace the results of any single roll with the best success possible (e.g. the highest roll on the die). The player may declare they are using this power after they see the results of any roll. There is no expiration on this one-use power.
Visitations: The player of the living character may declare that they have been visited by the dead, receiving vital information of a helpful nature in a dream. The GM will provide real, vital intelligence, of great help to the character on the topic they have selected.
Unresolved Mourning
Mourning is messy. The rites of remembrance have stirred up unresolved feelings for your character. The GM and player should agree on the form this unresolved grief takes. Perhaps the character feels guilty about the death of their comrade, or angry at someone responsible, or are afraid of suffering a similar fate. The GM will determine what effect the condition of unresolved mourning has, using the following list as examples.
Progress on one downtime tracker is stalled.
Use of one class power is impeded.
-4 on saving throws.
The GM will inform the player what adventuring goal they must achieve to remove the condition, such as getting revenge for the character’s death, or achieving some adventuring objective that would be meaningful for the character or somehow honor their memory.