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General Tabletop Discussion
*TTRPGs General
Is Resource Management “Fun?”
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<blockquote data-quote="JohnSnow" data-source="post: 8956102" data-attributes="member: 32164"><p>Very reasonable question. </p><p></p><p>It was occasioned by me taking a look at the pitch for the <em>Shadowdark</em> RPG, <em>Five Torches Deep</em>, <em>Dungeon Crawl Classics</em>, or any of a number of other OSR games. It seems that some of the presumption is that there’s <em>fun</em> to be gained from tracking torches, rations, pints of oil, or what have you. </p><p></p><p>This led me to have a bit of an epiphany about the whole concept of attrition-based games, and whether resource management should be a requisite part of a tabletop roleplaying game. That decision has vast implications for game design generally, but most directly for damage tracking, narrative control, and spell-casting. And I’m not even sure we’ve ever questioned whether or not it should be a part of the system. It’s so embedded in the DNA of RPGs, I feel like it hasn’t really been looked at critically.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8956102, member: 32164"] Very reasonable question. It was occasioned by me taking a look at the pitch for the [I]Shadowdark[/I] RPG, [I]Five Torches Deep[/I], [I]Dungeon Crawl Classics[/I], or any of a number of other OSR games. It seems that some of the presumption is that there’s [I]fun[/I] to be gained from tracking torches, rations, pints of oil, or what have you. This led me to have a bit of an epiphany about the whole concept of attrition-based games, and whether resource management should be a requisite part of a tabletop roleplaying game. That decision has vast implications for game design generally, but most directly for damage tracking, narrative control, and spell-casting. And I’m not even sure we’ve ever questioned whether or not it should be a part of the system. It’s so embedded in the DNA of RPGs, I feel like it hasn’t really been looked at critically. [/QUOTE]
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