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Take a Load Off

Between adventurers in the deserts of Eridoor you may wish to take some additional time as a break. Settlements and locations that count as settlements provide an opportunity to perform activities of daily living and relaxation. These range from building a small business, learning a new skill, or taking in some of the local attractions.

What is Included?

In this expansion you will find rules for taking Breaks. Each Break allows the player to perform one, or multiple, Break actions. All Breaks take time and help to develop your character in a way that feels more personal to you

Why Would I Like This?

Wanting to go on a date with a companion? How about starting a Glider repair business? Maybe you just want to train for your next adventure and learn a new skill? This expansion provides all of this and more for you to choose from with very little overhead and rules additions.

GLIDE - Downtime Expansion includes a lot of things that I just couldn't fit into the original rule book. Let the contents spark your imagination and inspire you to design your own supplemental content!

I hope that you enjoy!


StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(7 total ratings)
AuthorSasquatch Games
GenreAdventure
Tagscompanions, Dating Sim, dune, expansion, Exploration, glide, sand, Solo RPG

Purchase

Buy Now$2.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $2.99 USD. You will get access to the following files:

Glide - Downtime Expansion - Pages.pdf 3.9 MB
Glide - Downtime Expansion - Spreads.pdf 3.9 MB

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Community Copies

Community copies for those in financial need or wanting to try before they buy. 

New copies added 2-1 for reviews and 1-1 for purchases.

Comments

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(+1)

Hello! I'm having SO much fun playing GLIDE! I just recently purchased this expansion, and it has been great adding these extra layers of game play, especially all the new skills and training advantages! I did, however, find that several questions came up as I was playing! I hope you don't mind me putting these questions here.😊

Mastery Skills
- Under Nimble, it says to gain 1 Reflex d6 for a Skill Test. What does that mean?

- Quick Thinker, When rolling for Knowledge Tests any resulting doubles count as a success, plus 1 - what does "plus 1" mean? - and it says "in addition to normal successes." What is meant by normal successes?

- Calm Mind, it says to declare odds or evens. Does that mean a specific odd or even number? Because it says that if more or your selected value is rolled, gain 1 additional success. Wouldn't one just choose "1" all the time in order to have a success always? I'm a little unsure how this skill is supposed to work.

Business Oops Table
I noticed that the Resolutions required for several of these results are rather vague. For example, under Copycats! It says to do something "new and different" within the next 2 Breaks, but how are we meant to know that we resolved the event? Or under Shortage! It says to solve the shortage problem, but we aren't given any means by which to track what that shortage problem is in order to resolve it. This in comparison to the Guild Quests in the Core Rules, where we are always told to obtain quest items, scraps, or relics and how many of each.

Thank you so much for answering my questions!

(1 edit)

Glad to hear you are having a great time with the core game and the added expansions. I'm happy to answer the questions

  • Nimble provides an additional d6 for Skill Tests by spending 1 Stamina, meaning you roll 1 more d6. For example: a Desert location (level 3) would have you normally rolling 3 d6 but with Nimble you can spend a Stamina to roll 4, 2 Stamina to roll 5, etc. 
  • Quick Thinker provides a success for any doubles result on a Test. You gain an additional success as well (plus 1) to account for the 2 dice used, otherwise you wouldn't be able to complete some tests due to a lack of dice. If the dice were also success normally for the test then you gain their additional successes as well. It is a force multiplier, having a possibly 4 success from 2 dice!
  • Calm Mind has you choose odds (1,3,5) or evens (2,4,6), not a specific number. On you first roll for the stat test you will count the total odds and evens. If your chosen side has more total results, gain a free success. Ignore the "value" wording as that is incorrect usage.
  • The Downtime rules are intentionally vague to spark players to create their own story within the game. Ideally the player would have an idea on what their business does already and the goals they want to accomplish. Including some tables to roll on would have been better on my part for players who wanted a more guided system. See below for a d6 table I've done for you to help get started.

Example roll (2,4,6): Security - conflict - locals angry. 

"The security at the landing pad in the settlement is fighting with the importers planetside. Locals are unable to obtain the goods they need, which is affecting operations and causing a large crowd to swell. I'll need to head down to the port or contact my supplier to find another solution to getting my materials in the meantime."

d6TopicActionFocus
1SupplyPromiseGuild involved
2SecurityCancellationSomething banned
3ContractMissingReward offered
4PropertyConflictFaction control
5DebtSabotagePower outage
6LicenseOverdueLocals angry
(+1)

Wow! Thank you so much for your thorough and informative response! I appreciate it! 😊 Thank you for creating this table for me! That was very generous of you! It will be very helpful for me in generating ideas on which direction to go with the business mechanic. I am very happy with being able to create my own story and have more vague prompts, but it just took me off guard because I was used to the structured guiding of the Guild Quests.

Thank you for the clarification and explanation for the various skill rules! I'm still a little confused regarding the Nimble Skill...and I noticed this in relation to the Relationship mechanic where the Companion can either add a 1d6 or 2d6 to the rolls when adventuring. I am confused how this is an advantage because having more dice to roll against means I have to get more dice under my chosen Skill level. Am I misunderstanding something?

Good question regarding more dice on a skill test. From the core rules:

A success is achieved when the player rolls a d6 with a result of the chosen Stat’s level or lower. To complete a Skill Test at a location the player must roll dice equal to the level of the location and achieve a success on each roll.

What this means is that adding more dice to the Skill Test offers more chances to reach the required number of success for the location. Essentially what I should have had the rule read is,  "You must roll successes equal to or greater than the location's level." So if you are rolling 3d6 at a level 2 location, you now gain an additional chance to win the Skill Test. 

(+1)

Oooh! Nice! Yeah, I get it now. That makes sense! I appreciate the clarification on that! 😊 Thank you!

(+1)

Sounds really cool, time to get back to my GLIDE session :D Feels like this is something that was missing for me in the game. Some relaxed downtime activities and more personalisation of the player character.

(+1)

I hope you enjoy! If you think anything is missing to the available activities, let me know. I have a game jam coming up next month for GLIDE and will be adding another expansion during that time.

(+1)

That's awesome! Another expansion :D. I'll let you know.

I would be keen to join the Jam. Do you have dates yet?

(+1)

You can find GLIDE Jam here: https://itch.io/jam/glide-jam

Hope to see your project on the list!