How do I run downtime in a one-shot without a camp scene?
One-shots go wrong around rest in two ways. If you skip recovery, the party burns out before the boss. If you pitch a camp scene, you lose forty minutes to shopping and naps. There is a third option, which is downtime squeezed to fit the clock.
When a one-shot needs downtime at all
I call for it when Stress or HP is already loud and the climax still needs the characters standing. I skip it when the night is one long push from the first scene and a rest would undercut the panic. If nobody needs HP and nobody needs Stress cleared, a short rest can still earn its place for Hope or for the fiction, and I wrote about that case in calling a short rest when nobody needs HP. What follows is only the version without a camp.
Two moves, narrated fast
A short rest is about an hour in the world, and the rules give each character up to two downtime moves. At the table I say, “We’re taking a short rest, so each of you pick your two moves in ten seconds and give me one sentence of what that looks like, because we are not camping.” I go around the table, collect the choices and narrate the montage in under two minutes. There is no shopping list and no watch rotation.
Saying the Fear cost out loud
A short rest gives me 1d4 Fear, and I tell them before they commit. I say, “You clear what your moves clear, and I gain Fear, so the next scene gets harder.” Then I roll the d4 where they can see it. A rest they chose with their eyes open never feels like a trap.
What it looked like at my kitchen table
I ran the goblin-road one-shot twice before our campaign, and the rest was one of the things I changed between the two nights. The first time, with Sam, Zac and Richard, I let them make camp in the cave mouth before the hobgoblin captain. They spent thirty-five minutes on gear and watch order, and the captain’s fight felt rushed because the clock was nearly gone.
A few weeks later I ran it again for Carla, James and Zac, and the rest before the captain was a montage. It took six minutes from the call to the next roll, including my Fear roll, and the captain’s fight had room to breathe. Zac played both nights and said the second felt like a different module, and the rest was part of that.
What I would do tonight
If the clock needs recovery, call a short rest, give everyone two moves and narrate a montage. Say the Fear cost before they choose, roll it in the open and cut to the next scene. For where the rest of the night goes, I wrote about how long a Daggerheart one-shot actually runs, and the goblin rebuild itself is in converting a 5e one-shot without converting the monsters one to one.