Some downtime actions are primarily initiated by you as the GM and can be used to resolve entire scenes (journey, montage); others are used by PCs to create an advantage in the narrative (monologue, parley); and the rest are used to handle character advancement in game (supply, level up, recover). Either the GM or the PCs can initiate any action, but it's up to you to decide if the action is appropriate for the scene.
In this section we'll go over each action unexplored by the core rules and how you might resolve it in context.
The journey action is one you can invoke to simulate, in abstract time, the PCs’ travel over immense distances that may encapsulate many adventures not worth playing out in real time. Think of the journey action as a way to convey the sense of scale that Lord of the Rings conveys when Tolkien describes the characters traveling great distances in the novel.
The monologue action is an opportunity for players to draw attention to moments in the game they deem narratively important, and an invitation to you to reward them for engaging deeply with the fiction.
The parley action is the primary action players take while in downtime. While the action takes place in real time, it's an opportunity for players to reflect on the adventure and dive deeper into their PCs' inner concerns, fears, and hopes.
The montage action allows players to simulate the PCs' working toward a goal over time. The core rules speak to training, carousing, making preparations (reforging the magic sword, building the fortress, seeking out contacts), and performing intricate rituals, investigations, or meditations as examples of montages.