But, as I said, my timelines aren't because they make the 15 MAD unprofitable, it is because, for me at the least, it makes the world more believable.
Same here.
Below is a list of things I do that I suspect make 15 MAD less of a problem. It's not the *reason* I use these. They just are good plot hooks, turning points and complications.
- Random encounters. I lower the frequency when there have already been multiple encounters in the day. Time based, so resting 23.75 hours means higher chance. Even a low chance shows the players I'm rolling.
- Easy encounters. If it's over in two rounds and no one got hurt, do you really want to sleep? (Healers tend to have more leverage in asking for rest.)
- Time limits on some things. I don't use this often, only when it makes sense like full moon, kidnapped persons, etc.
- Bonuses/penalties for quick/slow work. Variation of the above, doesn't have to be money. Example penalty: serial murderer kills one person every X days.
- Replenishing and/or improving encounters. You defeated the kobold guards yesterday? Now there are twice as many, because they are alarmed. They also trapped the corridor.
- Missed opportunities. A paranoid necromancer lives in a dungeon and sends undead to terrorize the town? If you retreat from the dungeon, he may notice and move elsewhere. BTW, the kobolds above hid their treasure.
- Encounters that can be worked around. Used diplomacy or sneak tactics to bypass an encounter? Good for you, no resources spent.
- Distances. Sure this is probably not your problem with 15 MAD, but things between encounters also take time.