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*TTRPGs General
How does managing logistics hurt role playing?
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<blockquote data-quote="barsoomcore" data-source="post: 647925" data-attributes="member: 812"><p>I pay attention to stuff like that when it's exciting to do so. Running out of torches can be a real nail-biter if it's handled right.</p><p></p><p>Recently on Barsoom (why do I always hear Tony Head saying that?) our heroes had to find their way out of a very bad place by sneaking along a set of tunnels of unknown length. I suddenly got very serious about how much light they had, and kept emphasizing how dark and scary it was. They were expecting a trip of only a few hours.</p><p></p><p>Two days later, they're feeling their way through narrow slit caves without any light whatsoever. The players were creeped out, claustrophobic and terrified. This went on for three or four game sessions, fumbling their way through these endless caverns and having to fight for their lives against truly vile opponents. It was gross and disturbing and dark dark dark.</p><p></p><p>They were very happy to get out of that place.</p><p></p><p>Sometimes resource management is great for role-playing. On the other hand, I hate that "Let's whip out the Player's Handbook and stock up for every possibly eventuality" mode.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 647925, member: 812"] I pay attention to stuff like that when it's exciting to do so. Running out of torches can be a real nail-biter if it's handled right. Recently on Barsoom (why do I always hear Tony Head saying that?) our heroes had to find their way out of a very bad place by sneaking along a set of tunnels of unknown length. I suddenly got very serious about how much light they had, and kept emphasizing how dark and scary it was. They were expecting a trip of only a few hours. Two days later, they're feeling their way through narrow slit caves without any light whatsoever. The players were creeped out, claustrophobic and terrified. This went on for three or four game sessions, fumbling their way through these endless caverns and having to fight for their lives against truly vile opponents. It was gross and disturbing and dark dark dark. They were very happy to get out of that place. Sometimes resource management is great for role-playing. On the other hand, I hate that "Let's whip out the Player's Handbook and stock up for every possibly eventuality" mode. [/QUOTE]
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