Quote:
Originally Posted by Alex319 So, now that I've made this observation I'll introduce a few questions for discussion:
1. Why is it that the "mundane" resource management (rations, fatigue) is generally seen as tedious, while the "fantastic" resource management (power uses, item charges) isn't?
2. Would it be possible to design a game system where "mundane" resource management takes center stage, and is as important to the game as the "fantastic" resource management is in games like D+D? (Do such systems already exist? How well do they work?)
I don't know the answers to these questions, I just thought this was an interesting observation. |
1. It just isn't as fun to keep track of only mundane items. Mundane stuff, by which I take you to mean things from the real world, are pretty well known. There is little to no exploration left for a lot of this stuff. No surprises. No, "Is it really a magical item in disguise?" like questions. The answer is always no. It's always just a normal hammer, earring, garden pruner, drapery, wooden shuffleboard set. Which means it's probably more fun to play with this stuff in the real world, live action, than in an imagination-based, table top game.
2. Every single non-hobby RPG uses mundane resources for the players to maintain.
EDIT: See the sig.