
— Noel Nisbet, early 20th century
This is my response to a prompt by Errant of the Errant Thinking blog as part of the RPG Cauldron Secret Santicorn:
Thoughts, Guidelines, or Mechanics for the little moments & their rippling effects: Travel, down time, slice-of-life, in-between scene moments, or whatever else that develops characters & the world. How can we help foster these moments more in play?
I struggled with this prompt. I tend to run brief weekly sessions with a focus on exploration, conversations with NPCs, and action. On a good day, players can explore a dozen new rooms, bypass a trap or puzzle, meet a new faction or two, and converse with a handful of NPCs all in under two hours. When I’m striving for that sort of pace, quiet interludes and character vignettes aren’t top priorities.
That said, I’ve played in games with a more leisurely pace and greater focus on characterization. I’ve enjoyed it, and I aspire to run that sort of game soon. Here’s the best advice I can muster:
Downtime Duets
One of my most memorable sessions as a player was a 45-minute duet from a regrettably brief Stonehell campaign. Between delves, our characters helped with the administration and defense of our hometown. Orion, our incredible referee, ran brief duet sessions for each of us.
My first duet session took place in the aftermath of one crisis and under the shadow of another: a swarm of stirges has preyed upon the townsfolk in our absence, and rumor of an impending hobgoblin raid has us preparing for the worst.
As the town’s cleric, I spent the session tending to the wounded, comforting terrified and grieving neighbors, entreating the mayor for resources to defend the town, and organizing the fortification of the church. I got deep into character and experienced high immersion.
When the party reconvened, hearing accounts of each other’s exploits proved even more exciting than witnessing them firsthand. Plus, some mystery remained: was the thief entirely forthcoming about his own closed-door meeting with the mayor?
I’d strongly recommend this approach for a more character-focused campaign. Every now and then, simply divide your usual session into 30–45 minute duets and have each player choose a time slot. Ask each player ahead of time what their character hopes to accomplish to make the most of these brief duets.
Rest Turn Questions
In B/X D&D and some derivatives, the party needs to rest once every six turns. Instead of glossing over each rest period, take the opportunity to ask each player one question. (Short rests in modern D&D afford a similar opportunity). For example:
- Elmyra just saved your life—how do you thank her?
- What do you make of the eerie mosaics in the charred hall?
- What course of action do you prefer, and how do you pitch it to the party?
- What sorts of foods comprise your rations, and how do you enjoy them?
- Do you dwell on the close call you just had, or do you do something to keep your mind off it?
Not only does this offer a chance to get to know the characters a bit better, but it helps with pacing as well; the rest turn actually feels like a rest.
Camping Procedures
I enjoy camping procedures like the one in Dolmenwood or this one from Josh on Rise Up Comus. Exploration games really benefit from a focus on specific details like the quality of a campsite or the discomfort caused by weather. Like rest turns, camping scenes also provide an opportunity to slow down and focus on the characters as they spend time alone with their companions. I’d consider giving players prompts in advance, like this:
“The next time you make camp…”
- Describe the meal you cook and its significance
- Summarize the story you tell to your companions
- Ask one companion…
- For advice
- About one of the things they carry
- To do something in the event of your death
- Detail your bedtime ritual: prayer, study, exercise, meditation…
- Confide in your companions
You could even make a deck of prompt cards to hand out!
Crossroads Conversations
This last one’s simple: when the party faces a major decision, encourage them to engage in at least part of that discussion in-character. This works best when you have good party geometry—that is, each character is distinct from the others, offering a unique (and perhaps conflicting) perspective.
Better yet, stage the scene in a location that’s a manifestation of the choice at hand. Is the party deliberating whether to defend a town or strike a vulnerable enemy outpost? Set the scene at the literal crossroads between the two destinations. Better yet, describe smoke rising in the distance in one direction and soldiers departing from another.
That’s all for now. I really ought to try following my own advice. This post also prompted me to write about character development more broadly, but I decided that would be best as its own post, so keep an eye out!

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