Well, I'm also sorry I don't understand it, since I thought I was learning something from it. But I'm not going to give up that easily. Let's focus in very narrowly on this bit. You say above that it's not about what style is preferred. In the OP, you say this:
Why is this so important in a horror game? Is the implication that it's more important in a horror game than some other kind of game? If so, is it really so difficult to understand that it might not be important (to manage) at all in a location-based, exploration-focused game?
Okay, so it's also important in "action-adventure stories." What about games in which "rising tension" is not a priority, or more specifically, what about games in which the players, rather than the DM, are expected to manage tension through their own decisions about how to explore and interact with the environment the DM has created?
Says who? The DM? What if the DM just creates the location and populates it, and lets the players decide what they do? What if they decide to go right to level 2, get their butts kicked, and retreat to the easier stuff on level 1? Now encounter difficulty has started high and then subsided because the players chose an easier path. The DM can't manage encounter difficulty -- that's the players' job in this style of game.
If this really applies equally regardless of style of play, how do you reconcile that? How do you use this specific technique in a location-based, exploration-focused game? Do you use some kind of AngryDM techniques where you create keyed gates, like a video game, and simply don't allow the players to go right to level 2 until you want them to? If so, you're not supporting the location-based, exploration-focused style of play. If you're not using techniques like that and the players can go where they want and do what they want, how do you make sure encounter level difficulty is increasing? How do you use the pacing technique?
Edited for typo.
Yeah, I don't think a rest really in itself* affects the rhythm of the game, at least not in a sense that would warrant your analogy to scenes in movies. It's more like watching the action hero reload his gun.Yeah, they go by quickly. A long rest can and usually does take about 5 seconds of real game time. That is not what we are talking about here.
You really don't think that restoring all character's power resets the tension in the game? If that is your position then I don't have anything more I can say.
And while sometimes there is exposition or comic relief in those scenes, they are much more about pacing than anything else. They are carefully managed in the editing room.
Yeah, I don't think a rest really in itself* affects the rhythm of the game, at least not in a sense that would warrant your analogy to scenes in movies. It's more like watching the action hero reload his gun.
Completely agree. The best part of RPGs is freedom to explore - the power of TRPGs is the boundless flexibility of the GM. AP's make RPGs slightly better than computer games, choice wise. But when the system is complex, like pathfinder, you cant improvise easily, so I see why they sell.I find things like encounters-per-day and XP budgets and CR to be, at best, useful guidelines and usually not even that. I prefer a game that is organic and improvisational in nature, in which exploration and interaction drive the pace and the story is an emergent quality. I am not saying this is the right way to play, but it is what happens at my table. I have developed it even for cons, where I run an open world, ongoing game over the course of 4 or 6 slots. I have never wanted for bottoms to warm seats. I think the need for structure is overstated by many. I mostly blame Paizo. They did not invent the structured campaign but they perfected it and the explosion of "adventure paths" steals what I think is the best quality of tabletop RPGs: the crazypants uncertainty about what can happen next.
Completely agree. The best part of RPGs is freedom to explore - the power of TRPGs is the boundless flexibility of the GM. AP's make RPGs slightly better than computer games, choice wise. But when the system is complex, like pathfinder, you cant improvise easily, so I see why they sell.
Off topic I know, but: I really like Paizo as a company, and Golarion as a world. I like the care they put into their APs and the way they treat their customers. I love them for keeping the spirit of D&D alive during the Dark times. But, i swear, I will never run PF again now that 5E is out. It is exactly what I was hoping for in a new edition of D&D.
Fair question. I'd treat this much like the optional Rest Variants on page 267 of the DMG. There they have options like "long rest" is 7 days, so they are already divorcing sleeping from the mechanical recovery of a long rest.
Rest Variant for 5e patterned on 13th Age
The DM should count particularly tough encounters as 2 or more. A rule of thumb is that a Hard encounter or one with other disadvantages for the party should be 2, and Deadly encounters or a Hard encounter with overwhelming disadvantage should count as 3, but this will vary by table.
- Every 3 encounters the characters gain the advantage of a short rest. The counter resets after every long rest, so it takes 3 more to have another short rest.
- Every 8 encounters the character gain the advantage of a long rest.
Note: This doesn't count the "rest sooner but take a campaign setback" aspect of 13th Age because mechanical campaign setbacks are not a part of the 5e language. But it means exactly as it sounds if you want to use that as well.
This would have 8 Medium encounters being: long rest, 1, 2, 3, short rest, 4, 5, 6, short rest, 7, 8, long rest.
With Hard encounters occasionally it brings it down to the 6 or 7 that are also part of the common expectations from the DMG.