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General Tabletop Discussion
*TTRPGs General
Is Resource Management “Fun?”
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<blockquote data-quote="JohnSnow" data-source="post: 8956067" data-attributes="member: 32164"><p>One of the things I find myself frequently going back to these days is the oft-quoted that “A session of D&D is 30 minutes of fun stretched out to fill 3 hours.”</p><p></p><p>And while I don’t entirely agree with the ratio, the simple fact is that both D&D and all other tabletop RPGs definitely have slow moments where the game can start to feel like a slog. I know that there are rules-light RPGs that “fix” that by relying entirely on improv and storytelling, and while I know that works great for some groups, I don’t want a character’s effectiveness to hinge on their player’s ability to improv or justify their actions. That doesn’t work at every table. </p><p></p><p>In the early days, Dungeon Delves relied a lot on resource management as the key to the game. And while that kind of accounting may be “fun” to some players, to some of us, it’s a bit too close to what we do for a living. And I wonder if resource management and “attrition-based play” is what plays into that. </p><p></p><p>When you’re starting with people who got into the hobby from a tactical wargame, that approach makes sense. These are the people for whom strategy, tactics, and logistics <em>are</em> fun, and something they <em>want</em> to do in their spare time.</p><p></p><p>I can’t help but wonder if leaning on that last piece is the source of the “15-minute day” problem and the “30 minutes of fun in 3 hours” comments. All games benefit from strategy, and that’s a big part of <em>why</em> people play them, but not everyone who likes strategy and tactics also enjoys logistics. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8956067, member: 32164"] One of the things I find myself frequently going back to these days is the oft-quoted that “A session of D&D is 30 minutes of fun stretched out to fill 3 hours.” And while I don’t entirely agree with the ratio, the simple fact is that both D&D and all other tabletop RPGs definitely have slow moments where the game can start to feel like a slog. I know that there are rules-light RPGs that “fix” that by relying entirely on improv and storytelling, and while I know that works great for some groups, I don’t want a character’s effectiveness to hinge on their player’s ability to improv or justify their actions. That doesn’t work at every table. In the early days, Dungeon Delves relied a lot on resource management as the key to the game. And while that kind of accounting may be “fun” to some players, to some of us, it’s a bit too close to what we do for a living. And I wonder if resource management and “attrition-based play” is what plays into that. When you’re starting with people who got into the hobby from a tactical wargame, that approach makes sense. These are the people for whom strategy, tactics, and logistics [I]are[/I] fun, and something they [I]want[/I] to do in their spare time. I can’t help but wonder if leaning on that last piece is the source of the “15-minute day” problem and the “30 minutes of fun in 3 hours” comments. All games benefit from strategy, and that’s a big part of [I]why[/I] people play them, but not everyone who likes strategy and tactics also enjoys logistics. Thoughts? [/QUOTE]
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