Then how is this not a massive PLUS for the 5 minute work day? The players succeeded in their goals and got what they wanted, and didn't have to risk losing their characters in the process.
So, basically, a 5 MAD group actually was more successful than a group that pushes on. After all, the group that pushed on could also have lost PC's, while making minimal gains. After all, all they lost was some "rag tag" goblins. Probably not even worth the trouble right?
Which gets back to my point. The whole argument that a "living world" somehow negates the 15 MAD is flawed. For one, the 15 MAD simply does not add enough time to make any significant difference. For another, since the PC's actually succeeded in their goals, the 15 MAD was a successful tactic.
By what I bolded, means you misunderstood what I wrote. Perhaps I wasn't clear enough or you just missed it. I said the
characters had no reason to track the goblins, because they got what they wanted. The
players while not upset because they had fun, would have preferred to have killed the goblins and get their loot, so they was a bit sad to miss out.
The reason i gave both examples in my first post was to show, if you make things a living breathing world. One was bad cause they didn't get what they was after, the other was easier cause they did get what they was after. That things can and will happen beyond the players control.
The point of a living breathing world is things happen and the world reacts positively and negatively to what the characters do in it. It shows their is repercussions to the 15 min adventuring day. So if the players want to ensure their best chance to make sure things go down the way they want, they need to give the world as little chance and time to react to what they are doing.
So what I have found it does is, it encourages players to not do the 15 min day thing. It doesn't punish them with rules or force them not to do it, it just encourages them and shows them often it is in their best interest not to do that. Then they get in the habit of it. Once someone is in the habit of it, it becomes second nature and then they rarely do it.
I am not and have never said that works for everyone. I was only showing how and why it worked for myself and the groups I have played in. If you don't understand how that style of play can by fun, fair enough. But I think this thread shows it is a fairly popular style of play.
The reason I and I would imagine others, though I can't speak for them. Are speaking up and posting on the topic, is because if 5E has a forced mechanical fix for this "problem" it removes one style of play the one we enjoy. So if 5E is meant to bring everyone back together that has to be a optional rule then.
That was one of the things I most disliked about 4E, removal of most of the resource management. It was a fine game, it just removed to many elements that I enjoyed for me to really get into it and invest(will to spend money to own the books) in it. So if WotC wants me to invest in 5E then they need to bring back resource management, because for me and I am guessing by some of the other posts on this thread. It is not a problem but a feature that makes DnD stand apart from the other fantasy games and is part of what makes DnD ... well DnD to us.