Survival Mode: Awesomeness or Bookkeeping?

What do you think of survival mode role-playing rules?

  • Awesomeness, please!

  • Unneeded bookkeeping

  • Other


Results are only viewable after voting.

GMMichael

Guide of Modos
It's getting late. We just got our new quest, and it seems that the bandits we're supposed to intimidate (kill) won't be in their hideout for long. But we're hungry, getting tired, and once the sun goes down, it gets pretty dang cold around here! Do we wait until after breakfast, make concessions (have a snack, take a nap, wear warmer clothes), or ask the GM to quit using these annoying survival rules?

I've only had to suffer through Skyrim's survival rules (they're actually awesome), but it's fun to ask yourself some of these questions: should I go on the quest now and hope my enemies are sleeping or groggy when I get there? Should I rest up and eat so I'm at full throttle when I go (like my opponents might be)? Should I dress for the cold and have a top speed of 2 mph if I get jumped?

Bonus thought: enemies didn't actually get tougher at night in Simon's Quest. Simon was just lacking the vigor he had during the day...
 

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ThorinTeague

Creative/Father/Professor
It's getting late. We just got our new quest, and it seems that the bandits we're supposed to intimidate (kill) won't be in their hideout for long. But we're hungry, getting tired, and once the sun goes down, it gets pretty dang cold around here! Do we wait until after breakfast, make concessions (have a snack, take a nap, wear warmer clothes), or ask the GM to quit using these annoying survival rules?

Resource management isn't everbody's cup of tea... using software and being generally organized and prepared will help, which players should ideally be doing anyway.

my enemies are sleeping or groggy when I get there? Should I rest up and eat so I'm at full throttle when I go (like my opponents might be)? Should I dress for the cold and have a top speed of 2 mph if I get jumped?

I'm a fan of just going for it personally...

Bonus thought: enemies didn't actually get tougher at night in Simon's Quest. Simon was just lacking the vigor he had during the day...

Animated GIF
Food Reaction GIF by Domino’s UK and ROI
 

I said Other

In most TTRPGs that aren't inherently survival games, this is a phase, right up there with kill rats in video games. After which the heroes become sufficiently competent that was once life threatening is just a nuisance when they have additional skills, gear, abilities, etc.

This is a generally a point of accomplishment for the character, so it is worth repeating so the players can see the growth.

E.g. my 1st level bard had survival of +4 and couldn't reliably find enough food for themself. Being killed in their sleep by an animal or just freezing to death because the fire went out was plausible. At level 13 with expertise they have a +13 and can probably feed the party by themself. Ritual casting Tiny Hut means they can go to sleep with a high level of confidence they won't freeze or be eaten by a polar bear.
 




Fenris-77

Small God of the Dozens
Supporter
There's a whole range of what resource management-based 'survival' play might look like. Torchbearer, for example, takes this as a the core playloop, and does it very well. Many OSR properties lean into the idea to one degree or another as well, and many of them make it interesting. Generally speaking, I find that games that lean to hard into the minutiae of logging kit details to accomplish this somewhat annoying
 

Imaro

Legend
An abstract method I really like that I picked up from certain OSR games (specifically The Black Hack and Fleaux!) is the usage die. Basically a resource is rated with a specific die depending on the amount of it you currently have. When you utilize it, eat a ration... finish a combat where you fired arrows, light a torch, etc. you roll the usage die and on a 1 the die drops down a size( d12->d10->d8->d6->d4) otherwise it stays the same. If you roll a 1 and your die is currently a d4 you run out. It eliminates the minutiae tracking but still keeps the managing of resources an active part of the game.
 

aco175

Legend
It is not my cup of tea, unless that is the adventure. If the adventure is to escort a wagon across the desert and tracking is the reason, then fine for an adventure or two. If the adventure is to get to the tomb of bad guy which happens to be across the desert, then just ask the players to cross off 50gp to get additional supplies.

When the PCs inter the dark cave, I'll say it is dark and they tell me they light torches or a lantern. I do not care to track if they resupply once they get back to town. Each PC will cross off 5-10gold to take care of things like this. There may be a time where tracking torches is handy if the PCs become lost underground, but generally they have a light spell or something to make it unnecessary.
 

I voted Other, because it all depends on the style of game I'm running. Is it something a little grittier, a little more old-school? Then you better be tracking torches, oil, food, water. Newer style or epic fantasy, don't be bothering me with that. It all depends on the tone I'm looking to get as a GM.
 

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