Is Resource Management “Fun?”

Lanefan

Victoria Rules
This is a great point. I think that the focus on gear in early D&D was most prominent at lower levels. The spells and items that obviated all that were rewards for making into the middle levels. I have some thoughts on this.

First, I think that the trivialization of those kind of basic concerns was a bit counterproductive over time. Sure, the first time you get a bag of holding or similar items/spells, it feels rewarding. You feel like you’ve progressed beyond the point where you need to be counting rations and bringing porters or a horse and cart to transport all your loot. But when that game wraps up and you begin a new one, you’re back to the tedium. And it only serves to point out how tedious it is.
For us it's often a pleasant change. Usually, if we go back to a very low level game it means we're coming off a long-term (as in, many years) mid-high level one, and the return to tracking the basics is almost a breath of fresh air.
 

log in or register to remove this ad

Aldarc

Legend
For us it's often a pleasant change. Usually, if we go back to a very low level game it means we're coming off a long-term (as in, many years) mid-high level one, and the return to tracking the basics is almost a breath of fresh air.
Would you prefer to track the basics for a longer period of time? Or is there are point in the game where tracking the basics also becomes tedious and you hope to acquire work-arounds to the resource management mini-game?
 


GungHo

Explorer
Epic
Depends on the resource and context. Unless I intend to emphasize survivalism, crafting, or "a person out of time" scenario, I am not counting your bullets, arrows, spell components (unless the spell component is intended as a clear balancing measure for the spell) or things which I collectively call "rope, soap, and dope". I don't have time for that. I also don't have time for the archer or spellcaster whining that they can't do what they are supposed to do but the melee guys are okay because "swords don't run out" (nor do I have the inclination to track something like the sword getting busted because they finally greased their 100th monster). Unless, that's the point of the scenario. But, I don't do a lot of those scenarios or I do it sparingly within another scenario because I personally don't like that and if I wanted to do accounting, I can go to the office. That being said, I'm not giving you free hp, forgetting that you cast that spell, or pretending that new sword you bought was free.

However, ultimately, hitpoints, spells, potions, equipment, money, etc. are a resource, and you manage it. D&D has always been a resource management game, and many other games follow suit, even if they just call the resources different things. It's really about how micro you want to go. I can see why other people might enjoy going micro enough that it's like running a stockroom at Home Depot. I would say to those folks that automation is your friend.
 

Celebrim

Legend
I can't remember the last time I saw anyone cast Tenser's Floating Disc*, probably because most of the times it would be really useful are for long-range travel e.g. hauling the dungeon's loot three days back to town, and the spell just doesn't last long enough.

It's not for hauling the loot back to town. It's for hauling the loot back to the mules.
 

Celebrim

Legend
It might be interesting if there was just one player, but with a party, it'd be pulling teeth, like having the fighter have to roleplay out the care for their weapons and armor.

This. The number of players at the table determines the game you are playing. The more players you have at the table the more the focus of the game has to be on what everyone is doing together. The fewer players you have, the more you can focus on what that player character is doing and feeling at any given moment. So many games are written where the basically are only playable by one or maybe two players with a single GM because the sort of gameplay they want and the pacing it implies, implies continual spotlight on a player.

This is actually the real determining factor in what a game is about. You can have six or eight players and put spotlight on the actions of an individual player, but what that player is then doing better be really entertaining to watch.
 



Lanefan

Victoria Rules
Would you prefer to track the basics for a longer period of time? Or is there are point in the game where tracking the basics also becomes tedious and you hope to acquire work-arounds to the resource management mini-game?
Neither, kind of.

There's a point in the game where tracking the basics* becomes less necessary - where magic can largely replace the need to track e.g. light, water, and food - and very conveniently that point happens around the same time the players are (mostly) asked to do more tracking in other areas: spells, magic items (e.g. charges used), character finances, ability usage, and so on.

In the end they're tracking different resources as the characters go up in level, rather than not tracking anything.

* - except ammunition, tracking that is always necessary.
 

Lanefan

Victoria Rules
I don't really know if there's a particularly engaging version of 'gotcha, you forgot to say you were going to the shop to buy some mundane things that two levels from now will be a trivial expense for you'
I can't count the number of times a player, in-character, has bemoaned the fact they forgot to get something trivial while in town - something that would right now come in real handy if they had one. Commonly forgotten things IME are mirrors (for looking around corners, signalling outdoors, reflecting gazes, etc.), sacks or body bags, iron spikes, and drinking cups.

And yes, that's realistic. People forget things.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top