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Is Resource Management “Fun?”
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<blockquote data-quote="overgeeked" data-source="post: 8956165" data-attributes="member: 86653"><p>Depends on what you mean by fun.</p><p></p><p>It's more about lessening the mechanical burden to make things flow faster. Instead of 40-pages of combat rules, you have one page. Instead of 40-page of treasure and magic item rules, you have a random chart. Rules light games don't fix things by relying on improv, they simply have fewer rules, hence the handling time for the rules is less...so the game moves faster.</p><p></p><p>For some resource management helps with immersion in the world and builds verisimilitude. That's important for some people and doesn't matter at all for others. It takes all kinds.</p><p></p><p>That is who the game was originally designed by and for. A lot of that has carried over if for no other reason than to appeal to nostalgia and tradition. There's a lot of more story- and narrative-focused games out there. If that's what you're looking for you're kind of in a golden age of RPGs. The market is littered with wonderful games to suit all kinds of preferences.</p><p></p><p>The five-minute workday is a function of bad design coupled with gamers optimizing the fun out of games. If you give gamers the option of burning through a whole day's worth of resources in one fight, they will. So they do. Hence the five-minute workday. Design the game around one fight...design the PCs resources around one fight...and problem solved. The "30 minutes of fun in three hours" is a function of the mechanics being such a slog to use compared to what they represent in the fiction. A player's turn takes three minutes to handle yet it's supposed to represent six seconds in the game world. Streamline the rules so that a player's turn takes ten seconds or less, and you'll see that complaint die.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8956165, member: 86653"] Depends on what you mean by fun. It's more about lessening the mechanical burden to make things flow faster. Instead of 40-pages of combat rules, you have one page. Instead of 40-page of treasure and magic item rules, you have a random chart. Rules light games don't fix things by relying on improv, they simply have fewer rules, hence the handling time for the rules is less...so the game moves faster. For some resource management helps with immersion in the world and builds verisimilitude. That's important for some people and doesn't matter at all for others. It takes all kinds. That is who the game was originally designed by and for. A lot of that has carried over if for no other reason than to appeal to nostalgia and tradition. There's a lot of more story- and narrative-focused games out there. If that's what you're looking for you're kind of in a golden age of RPGs. The market is littered with wonderful games to suit all kinds of preferences. The five-minute workday is a function of bad design coupled with gamers optimizing the fun out of games. If you give gamers the option of burning through a whole day's worth of resources in one fight, they will. So they do. Hence the five-minute workday. Design the game around one fight...design the PCs resources around one fight...and problem solved. The "30 minutes of fun in three hours" is a function of the mechanics being such a slog to use compared to what they represent in the fiction. A player's turn takes three minutes to handle yet it's supposed to represent six seconds in the game world. Streamline the rules so that a player's turn takes ten seconds or less, and you'll see that complaint die. [/QUOTE]
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