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<blockquote data-quote="Crazy Jerome" data-source="post: 5970933" data-attributes="member: 54877"><p>It's the difference between what the characters want and what the players want.</p><p> </p><p>Let's say that normally you don't have this issue. You use wandering monsters and other consequences of resting friviously to discourage it. If the party decides that they <strong>need</strong> that rest, they work hard to find a way to make it happen, and the game is temporarily about that. It's still a challenge. So presumably this is fun for the group. It is as you say, the characters want to rest but the players will avoid it until necessary.</p><p> </p><p>However, there are a zillion ways that this can get out of sync, with part or most of the group running on past habit, while the rest are starting to feel the disconnect. For example, your long-running group has gotten older, with playtime more scarce, and sessions further apart. One of the natural side effects might be that you really prefer to end sessions in a clear-cut spot. So it's half an hour before time to quit, and the group is pushing to get to that last treasure or event or whatever. The first few times it happens, no problem. Then without anything overt, it starts to nag on a couple of players that, "the DM isn't going to hit us with a wandering mosnter right now, because it will take too long." They might not even say anything. But the thought is in their heads. So they go along, and to everyone else it looks fine--same as it was before. But now those two players are not resting--because the characters want to and the players are <strong>pretending</strong> that they need to avoid it, when they think this isn't true.</p><p> </p><p>I've played with people for whom this kind of issue <strong>never</strong> arises. You could flat out state all kinds of parameters such that it was obvious to the worst dimwit roleplayer on the planet that the players have no reason to avoid resting, and they'd press on anyway. For them, resting is boring, and they don't like that. These tend to be the same people that will start a fight in a bad situation when the game drags, too, but you can't have everything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>It's not about the 15 minute work day. It's about the hoops you jump through to pretend that the 15 minute work day wouldn't become an issue if you looked harder at what is going on. (Or the work you do to make sure the ideas aren't pretense, but real.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5970933, member: 54877"] It's the difference between what the characters want and what the players want. Let's say that normally you don't have this issue. You use wandering monsters and other consequences of resting friviously to discourage it. If the party decides that they [B]need[/B] that rest, they work hard to find a way to make it happen, and the game is temporarily about that. It's still a challenge. So presumably this is fun for the group. It is as you say, the characters want to rest but the players will avoid it until necessary. However, there are a zillion ways that this can get out of sync, with part or most of the group running on past habit, while the rest are starting to feel the disconnect. For example, your long-running group has gotten older, with playtime more scarce, and sessions further apart. One of the natural side effects might be that you really prefer to end sessions in a clear-cut spot. So it's half an hour before time to quit, and the group is pushing to get to that last treasure or event or whatever. The first few times it happens, no problem. Then without anything overt, it starts to nag on a couple of players that, "the DM isn't going to hit us with a wandering mosnter right now, because it will take too long." They might not even say anything. But the thought is in their heads. So they go along, and to everyone else it looks fine--same as it was before. But now those two players are not resting--because the characters want to and the players are [B]pretending[/B] that they need to avoid it, when they think this isn't true. I've played with people for whom this kind of issue [B]never[/B] arises. You could flat out state all kinds of parameters such that it was obvious to the worst dimwit roleplayer on the planet that the players have no reason to avoid resting, and they'd press on anyway. For them, resting is boring, and they don't like that. These tend to be the same people that will start a fight in a bad situation when the game drags, too, but you can't have everything. :D It's not about the 15 minute work day. It's about the hoops you jump through to pretend that the 15 minute work day wouldn't become an issue if you looked harder at what is going on. (Or the work you do to make sure the ideas aren't pretense, but real.) [/QUOTE]
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