Very interesting discussion. I certainly appreciate thoughtful threads like this, with good points coming from all directions.
I think it does, yes. Though, for example, my RPG has rules for what happens if you don't eat or get enough sleep. With that in mind, isn't my RPG an example of something that measures resources, as long as I'm not, like, saving the party?
What I mean by that is, if the party takes a rotational sleep schedule without being careful, they might take penalties after a few days for getting inadequate sleep (and thus take penalties), whereas they could avoid this (hire another guy to help keep watch so this doesn't happen). Or if the players say "we walk from X to Y, we have no rations, and we're not gathering food as we go", then we know what will happen: they'll begin to starve, or starve to death if it's far enough. So, on any journey that takes time, wouldn't they be managing their resources to not "starve"?
I find the difficulty of replying to both this, and an earlier post by [MENTION=58416]Johnny3D3D[/MENTION], is that I can't speak for other people's games. I can only know what is happening at a table that I'm at. I'll try and illustrate:
A 1st level party are stood at the entrance to a deep, dark cave. And one player says to the GM "Do we have any idea what's in here?"
And the GM says "Well, now you mention it, you overheard the innkeeper last night talking about a vicious troll that lives in these parts."
Now just writing that down we have no idea what the GM is doing. But at 2 extremes they could be:
a) sticking fastidiously to notes and maps and giving truthful intel about a troll.
b) lying through their teeth simply to create tension, uncertainty and fear about the grim fate lying in the darkness
I would say that (a) allows resource management. We can, as a party, leave in a hurry and re-prepare to attempt to battle a troll.
I would say that (b) means little to nothing in terms of managing resources. It's tension and pacing dressed up as information.
For example, the party pushes on and are attacked by stirges in the cave entrance. If the players know the troll is true they can start to make a judgement about what resources are expendable on the stirges. However, if the troll warning could be a wind-up, it has next to no value in resource management. What is does is create fear which ramps up the tension with the stirges. Both can be enjoyable - but one is about players managing resources and one is about the GM managing tension.
However, knowing at any instance whether we are playing (a) or (b) requires either running it, or playing in it with a well understood social contract. And the game may switch between them at various points. So, interesting as your starvation question is I'm simply unable to tell you what's happening at your table. In my opinion, only you and your group can ever truly know.
My experience is that rpgs feature significantly more (b) than (a). However, I know people that GM, very consciously and consistently, in style (a). If the table is such that information given by the GM is done with integrity and in good faith and that the passage of time is collectively understood then resource management play works fine. I tried to illustrate this earlier with the classic dungeoncrawl example.
Though, in that type of game, if you have resources that replenish or diminish based on time (money, food, spells, abilities, magic item uses, etc.), then giving the players more control time might mean you have to set up scenes in a more uniform way (setting up scenes when they're at full power more often if they take their time, or where they're at low resources if they're the type to truck on quickly even if low on resources). But I think it's possible to tailor these scenes, even with strong player control of time (most of the time). So, chaochou, pemerton, what do you think?
In general terms, my view is that tailoring a scene to PC resources means they are not managing resources. The GM is using PC resources as a yardstick or cue. In other words, if the challenge I face is the same whether I have full HP or half HP, I really don't need to concern myself with HP loss. I can push on knowing I'll face an appropriate threat for my resources and enjoy the excitement.
However, if a GM sticks to their tables, or prep, or information given to the players irrespective of what I have left in the tank, then they can say it's my own damn fault I got beaten to a pulp, I should have prepared and managed my stuff better.
I don't think I'm explaining this well, but I hope it's as thought provoking as I've found other posts in the thread.