Where characters go and what they do when you're not talking to them.
Where life goes on
Daily life plays out around you: in the hex you're in, and across any settlement that reaches into it. Characters
elsewhere stay where they are until you come near. Scheduled trips are the exception and run everywhere.
Life moves forward each time the day passes into its next part.
A day in the life
Dawn: everyone's at home.
Morning to afternoon: people with a workplace head to work and mostly stay there, with the odd break.
Free time: they drop by the places they like to visit.
Late afternoon and evening: people start heading home, and by night everyone's back.
Each character keeps a steady pattern. Someone who closes up early does so all that day. Some days, a character takes
a rest day and stays home.
All of this comes from their profile: Home, Workplace, Places they visit, Rest Day Chance and Travel Schedule. See
NPC profiles.
What overrides the routine
A scheduled trip takes them to their destination and back. A banner tells you when they set off and when they
head home.
Quests and Story Moments keep the people involved in place until they're done.
Talking to you. Someone you're in a conversation with doesn't wander off.
Your party. Party members stay with you instead.
Characters among themselves
When characters share a building, they run into each other. They remember those meetings, and their opinions of each
other shift. They also pass on news. A story can be passed on twice from whoever saw it, and a character whose goals,
fears or secrets are touched by what they hear has a private reaction to it.
You see the results in the Journal, and in what people say when you talk to them.
Moving people yourself
Journal → Characters → a character → Move to current location brings them to where you are. Send home sends
them home.
In a conversation, a character can be brought along to another room with Go with.