• Adventures have no down time, they proceed in blocks of 4-6 hours: morning (6-12), afternoon (12-16), evening (16-20), night (20-24). Typically characters could do a short rest between blocks and a long rest after night. But there aren’t any leisurely afternoons to do shopping in town before we leave the next day. That stuff should happen in between adventures, in the off-season sessions. Adventures should have some urgency and elements of time sensitivity.
  • After every block of time that the players engage in a scene, the Fool writes down what the Antagonist was doing during that time.
  • And adventure has several components:
    • Antagonist
    • Mystery
    • Call to action
    • Ticking clock - a success condition for the adventure with a number of days to complete it
      • Succeed or not, each adventure gains player an XP. There’s a ladder for XP>levels, maybe 3 for lvl 2, 2 for lvls 3-4, 3 again for lvl 5.
      • If player achieve Success they each gain a boon and a scar. The boon can be an extra XP, an additional move, or an item/relic.