Menu

Source Library

Digital supplements and compendia—rules content, adventures and setting material you add to My Library.

Source Browse Library
Adventure Adventures

Standalone adventures—ready to run. Purchase the source in the Library for access.

Adventure All Adventures Free Adventure Free Adventures Paid Adventure Paid Adventures
Discord X Theme Dark Mode Theme Light Mode Toggle Panels on
FateTide Tell Your Story
Downtime
Term
Term

Downtime is a campaign option the Game Master can toggle on to let the story’s timeline continue advancing between scheduled play sessions.

While active, the campaign clock advances in 1-hour increments (exactly as it does during normal sessions). The GM activates or deactivates Downtime as needed, allowing precise control over the passage of time. This keeps all time-based rules consistent—crafting projects, spell durations, light sources, disease progression, and other ongoing effects continue to tick forward logically.

Key Features & Adjustments During Downtime

  1. Paused Micro-Management: Hunger Hunger, Thirst Thirst, and Waking Weariness Waking Weariness / hyper-real resting rules are disabled. This removes unnecessary bookkeeping so players can focus on meaningful activities rather than tracking every meal or hour of sleep.
  2. Casual Playstyle: Downtime functions like a relaxed “idler” mode. Players can drop in and out between sessions, explore, create, and prepare at their own pace. You are assumed to be safe and supported while in the campsite or stronghold—no constant survival pressure.
  3. Flexible Statuses: Certain ongoing conditions or timers can be paused or simplified at the GM’s discretion to maintain smooth play.

Downtime does not replace normal session play. The campaign clock only advances outside of active scheduled sessions. Your GM configures how Downtime interacts with other campaign settings and remains the final authority on all narrative outcomes.

What You Can Do During Downtime

Players are encouraged to move freely around the campsite or stronghold and engage in the following:

  1. Craft items, work on long-term projects, or practice skills.
  2. Buy, sell, and trade with merchants or NPCs.
  3. Gather resources or undertake short solo/small-group activities (exploration puzzles, minor combat encounters, etc.).
  4. Read skill books, study, or Training train with instructors to improve abilities.
  5. Take Long Rests whenever desired to gain full benefits.
  6. Customize and improve the stronghold—rearrange furniture, add decorations, build new features, and truly make it your home.

Safety & Tone

The campsite and stronghold are safe refuges by default. The GM will not run hostile encounters or attacks there unless the story specifically calls for it—and only with clear advance warning to the group.

This system draws light inspiration from Baldur’s Gate 3’s campsite, but is significantly more player-driven and flexible in FateTide. It lets you actively prepare, roleplay, and shape your base between sessions without the pressure of full survival simulation.

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
20%
Effect 2
20%
Ambience
20%
Music
20%

Item Information