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.
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.
Players are encouraged to move freely around the campsite or stronghold and engage in the following:
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.
These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).