CapnZapp
Legend
This is actually a brilliant start for this discussion.It's interesting @CaptZapp chose to post now with a reference to that Angry article, since Angry just posted this http://theangrygm.com/hacking-time-in-dnd/ a few days ago, which seems to reflect a slightly different attitude.
Not Angry's word hemorrhage


Let's first summarize Angry's post and save you five thousand words. (Disclaimer: Go read the blog if you want a perfect recollection. The exact way you choose to implement this is a detail; what's important is the concept. So I have probably gotten a few things wrong.)
Each time the characters take an action that spends time - searching for traps, examining some object, looting a fallen enemy, you the DM add a die to a pool of dice - the time pool. If the characters do something noisy, stupid or goose-chasey, add a small die (like a d4). If they're clever or efficient about it, add a larger die (like a d12).
You don't actually track time. We're talking "extra" time here. Time that stops up the regular adventure. Time "wasted". Don't add time dice for just venturing through the dungeon or fighting swamp monsters or getting the quest from the Innkeeper. Add time dice for stopping to check minute cracks in the ceiling, harvesting the body parts of swamp monsters or following the Innkeeper because the paranoid Barbarian thinks he's adding poison to their food. And most assuredly, add time dice for when the party takes a short or long rest "just in case".
Whenever you feel like it, you roll all the dice in the time pool. If any come up a "1" you have a complication. Traditionally, a wandering monster. But it could be a cave-in, or that the Lich King suddenly decides to order take-away.
If you take a rest, you add plenty of dice. If you take a longer rest, you add even more.
The point is, you've created a tangible risk factor. You've set a price on time itself.
And barring old-edition versions of Time Stop, the pesky adventurers can't stop you from piling more dice on the time pool. (They can avoid random monsters by Rope Trick, they can avoid inclement weather with Zone of Warmth, and they can avoid malnutrition with Create Food and Water, but nothing can circumvent you from getting a bigger time pool)
Finally, a mechanism that answers the original question "but why don't we simply rest before continuing" without you the DM having to axle the narrative burden of making up some bull story about the world coming to an end Real Soon Now™.
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