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Crazy Jerome
But it's the same upkeep cost it just depends whether they're billed weekly, monthly, etc.
Or are you suggesting there would be some kind of active check for "time passes" where, for example, you could roll "01 - a relative dies and your presence (at a place out of the way from your urrent quest) or resources (400 gold should do the trick) are needed"?
And are you suggesting that such events should happen more frequently in a game where the time scale is compressed?
The latter. The idea is that if the game is at a relatively fast pace, then you get a full rest every day--and stuff happens every day. Having to pay an increased "upkeep" is one way out of many (a particularly abstract and easy one) that you can deal with "stuff happens every day". Then if the game moves at a much more leisurely pace--say, once a month effective rests, then you don't pay such a premium for upkeep or have these other things always happening. You aren't in a big hurry all the time, which gives the characters time to relax at their sleepy home--where they quickly accumulate things and thus don't need to buy daily upkeep off of some greedy innkeeper.
But definitely, you'd have other events happening at the same pace, whatever it is. It sounds counter-productive, until you realize this is a narrative device. You'd think the wizard stuck at home for his sleepy month could swap out spells easily while the guy on the frantic day-to-day grind would be hard-pressed to swap at all. It might work out that way occasionally, but if you set the campaign pace as "sleepy"--then you are specifically saying here that one of the reasons that things move slow is
because it takes all wizards that long to swap out spells, and warriors that long to heal. On a fast pace, the pace is that fast,
because wizards can swap spells on a dime, and warriors heal overnight.
Contrawise, when the campaign goes against type for a brief time, it really stands out. If you really maintain a fast pace--healing, recoverying spells, and the activity needed to maintain that--then characters that get a free three days feel incredibly wealthly. They can do so much in that time! Likewise, in an otherwise sleepy game, if you have an emergency that requires quick action, the characters will be incredibly pressed--that wizard has to make his spells last, and every hit point gone requires limited resources to regain.
Note that to make this work, however, you explicitly do not scale everything to this time frame. For example, characters get the same amount of money from treasure regardless of pace. (The amount might change for other stylistic reasons--poor characters scrounging or wealthy characters that don't worry about that stuff.) The pace doesn't determine if your are poor or wealthly, but a fast pace emphasizes whatever poverty or wealth is otherwise present, wile a slow pace deemphasizes it.