bmcdaniel
Adventurer
Actually, since most classes have a mix of short-rest and long-rest resources, it would take surprisingly few changes to play that campaign. Using a long-rest ability would be a desperate measure, and you would normally try to get along without spending more than your short-rest abilities on a day-to-day basis.
My campaign is playing with long rest= 1 week in town, short rest = overnight rule.
This was done specifically with the understanding that it wasn't intended to change the number of encounters per long rest/short rest. Thus, on a relative basis, it shouldn't change the resource drain.
I instituted this rule because random wilderness encounters were too easy. Knowing that everything was recovered over night, meant characters could go nova without any resource loss. Now, wilderness encounters on the way to/from the dungeon are drains on resources, encouraging characters to figure out how to avoid them.
I also have said that the requirements for what counts as a "civilization" would increase as characters gained in levels, encouraging them to establish strongholds ala OSR style play. It is also dependent on class: clerics need a shrine/temple/cathedral; wizards need a study/hut/tower; fighters need a forge and exercise yard; rangers only need a cave in the woods

Overall, I think this has had a beneficial effect on the campaign, and I encourage others to try it, although its obviously not suited for all campaign styles.