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Originally Posted by Alex319 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? |
Two reasons:
1) RPG characters typically has fewer "fantastic" resources to manage. A few booming spells and a hit point total, as opposed to quite a few rations, torches, arrows/bolts/sling stones, dry socks, etc.
2) Certain resources/tools are sexier. Spells that cause foes to explode or do more varied reality-defying things are simply more interesting than torches or bricks of rations.
Note that there are more magazines devoted to guns and fast cars than there are to dry socks and butter knives (even though the latter are quite nice in their own way).
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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?)
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What would the point be?