When do I call a short rest if nobody needs HP? | Stress and Hope from my table
When do I call a short rest if nobody needs HP? | Stress and Hope from my table
Techniclee
On the ferry landing nobody had lost HP yet. Stress was up from the rope and the shove. Hope was thin. Armor slots were marked from a scrap on the boards. The table looked fine if you only watched hit points. I still called a short rest in the warehouse loft.
When do I stop play for a short rest if nobody needs Tend to Wounds? I call it when Stress or Hope (or a domain swap) is the real problem, not when the clock says an hour has passed.
What I say before anyone picks a move
“HP looks fine. Do we want a short rest anyway for Stress, Prepare, armor, or cards, knowing I gain Fear? If we are only flavor-napping, say so and we will not open the menu.”
That line stops two bad habits. Skipping the rest because nobody is bleeding. Declaring a rest out of politeness after every door. Fiction needs about an hour. The table needs a reason.
The two moves I pick most when HP is full
At my table the winners are usually Clear Stress and Prepare.
Clear Stress is the honest reason we stopped. The rope and the shove already put marks on the tracks. Leaving those marks in place makes the next beat feel like homework.
Prepare puts Hope back in play for the hinge ahead. When Hope is dry, Experiences and Help sit unused. One Prepare does more for the next scene than another polite walk across open boards.
Repair Armor still shows up when slots are marked. Tend to Wounds stays crossed out when nobody is hurt. Domain swaps happen when the fiction allows and someone needs a different tool for the stairs.
SRD already lists four moves
The rules already name Tend to Wounds, Clear Stress, Repair Armor, and Prepare. Two moves each on a short rest. I am not reprinting that menu here. The menu is calibration. The decision to stop play is the part the rules do not write for you.
I used to skip rests when everybody looked fine. I also used to declare them because the clock said so. Both wasted the stop. A short rest moves the saucer whether anyone was bleeding or not. I gain Fear. They get two moves. The loft only felt free when I hoarded that Fear instead of spending it on the next beat.
Landing night they looked fine after the skiff. A short in the loft fixed Stress and armor without ending the thread. A long rest would have skipped the watch on the stairs and handed me a bigger Fear dump I did not want yet.
Links I keep nearby
I wrote more on using Stress as a GM, and on Hope and Fear capping when the bowls sit full mid-session. When the one-shot downtime companion ships, it will own the no-camp case. This URL owns the mid-session full-HP call.
Veil on the Resources hub helps when Stress is why you rested. Thorn helps when you are watching Fear climb off that rest.