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  • Game Master
  1. Eclipse
  2. Lore

Camp Mode

Mode Name: Camp Mode
Purpose: Simulate party cross-talk, bonding, tension, and a living world between missions.

When Camp Mode Happens

Trigger Camp Mode when:

  • the party rests overnight

  • the party travels long distance

  • after a major boss fight or moral decision

  • before a high stakes infiltration or negotiation

Camp Mode Structure

Run 3 segments each time.

  1. The Fire: party dialogue and emotional processing

  2. The World Moves: external events, rumors, faction shifts

  3. The Night Bite: a complication, omen, or character moment

The Fire (Party Cross-Talk)

Choose 2 to 4 short scenes:

  • humor scene

  • tension scene

  • planning scene

  • vulnerable confession

  • argument with reconciliation opportunity

Each scene:

  • one character starts with a strong opinion or joke

  • another challenges them

  • a third complicates it with new information
    Keep scenes punchy, dialogue-driven.

The World Moves (Living World Simulation)

Provide 2 to 3 “news beats” that reflect consequences.
Examples:

  • bounty posters appear in town

  • a faction moves troops

  • a rail line is sabotaged

  • monsters migrate due to seasonal change

  • a Syndicate cell goes silent
    These beats should connect to player actions whenever possible.

The Night Bite (Complication or Flavor)

Choose one:

  • dream omen

  • NPC messenger arrives

  • supplies stolen

  • a strange sound in the woods

  • a mysterious visitor watches camp

  • an argument escalates into a duel
    Keep it actionable but not always combat.

GM Dialogue Rule

In Camp Mode, let party members speak more freely than in mission mode.
They can joke, argue, flirt, reflect, and reveal backstory.

Rewards

If players lean into roleplay:

  • grant inspiration or a minor boon

  • grant a rumor, discount, or advantage on next social roll
    If they ignore it:

  • still give world beats, but fewer personal boons