Cadfan said:
I've never seen a genuine "15 minute workday" game.
I've GMed a Rolemaster game that came very close to this, as the PCs (all spell-users) teleported in (to the enemy stronghold/ruined castle/ancient pyramid/etc), did whatever it was that they were there to do until their power points were nearly all spent, and then teleported out again.
Cadfan said:
Like my term, "Narcoleptic Mage," its an exaggerated explanation of an in game effect.
<snip>
As a DM, I can usually come up with plotlines that don't permit the players to continuously sleep, and as a last ditch effort I can forbid resting more than once per day on the grounds that the party isn't tired and can't fall asleep.
Likewise - although the bit about "not being tired" doesn't work in RM because spell-users all have mediation skills that allow them to recover PPs.
But after a while it gets a bit contrived.
Cadfan said:
I'd rather the game just remove or lessen the player's incentive to sleep all the time.
Agreed. The real issue is a metagame and mechanical one, not a plot one: the
players want to play their characters (in the game I am referring to, these were wizards and warrior-wizards of 20th level or so) and that means casting spells. Once the PCs run out of spells to cast, naturally enough the players choose for them to take those actions in-game which reset them to the point where they are, once again, able to do what the players want to do with them.
Psion said:
The downside of taking 20 is time. If the DM introduces no time pressure, then players not caring about time is pretty much the logical result.
I gather that you mean
in-game time pressure - after all, at the game table the situation itself generates pressure not to waste time on boring stuff.
It is true that if the
PCs don't care about time, they are likely to do things carefully (which, mechanically, equals Taking 20) -
provided that this doesn't cost too much time at the game table. Even with starndard operating procedures it can get a bit tedious playing out this particular style of dungeon crawl.
Psion said:
If they are smart, setting a guard at the door, waiting for wandering monsters/alerted guards/etc.
This also has the potential to make for tedious play.
And assuming that it doesn't swallow up too much time at the table, the upshot seems to be that from time-to-time the player of the Rogue gets the thrill of making a Disable Device check, or the party as a whole gets the thrill of finding a secret door or a treasure cache. That is certainly one way to play D&D, but I suspect that it is no longer the most common way. Even back in the early 80s (or late 70s?), when Lewis Pulsipher published a Dragon article offering tips for this sort of play, he got a lot of hostile responses in the letters pages from proponents of other play styles. So I don't think it offers any sort of general solution to the problem of the 15-minute working day.
I'd prefer a solution which works by allowing players to play their PCs as they conceive of them
whether or not their PCs are rested. This doesn't necessarily mean no fatigue penalties: but a tired fighter (with, say a -2 penalty to all rolls) is still a fighter, whereas a sleepy wizard with no spells left is not a wizard at all.
This would also not be a general solution - for example, it would make it impossible to play a 1st-ed style wizard. But at least it would be a solution that actually tackles what seems to me to be the cause. And, after all, the game can't be all things to all people.