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Is Resource Management “Fun?”
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<blockquote data-quote="Jd Smith1" data-source="post: 8956694" data-attributes="member: 6998052"><p>Well, firstly, I see using dice to determine your supply as incredibly jarring, and silly. I've lived rough in the military, hiking, etc. How much water, food, etc. you have is not a variable. You don't take a drink out of a canteen and suddenly it is empty. </p><p></p><p>Secondly, it adds drama and tension. In our current campaign, set in 1776-7, the PCs have several times found themselves in a situation where they have completed their intended task, and discovered new information that is time-sensitive. Acting on it, with supplies of food, vinegar, flints, and ammunition running low, is a decision that is not taken lightly, and involves serious risk.</p><p></p><p>Another good example came up last session: confronted by a locked door, with the PC with lockpicking skills down with camp fever (couldn't make the game), the group had to pry the door open with knife blades at great risk of noise & broken knives, because none were carrying a pry bar.</p><p></p><p>On several occasions they have unexpectedly rescued captives, and are not carry rations enough for a large group. Instant problem which needs to be solved.</p><p></p><p>Period shoes are poor quality (a problem that will continue for another century+); bad weather and long marches have ruined a lot of PCs footgear in this campaign, and in the first few sessions caused considerable hardship.</p><p></p><p>Restocking while passing through small villages and towns not only exposes PCs to the time-honored tradition of price-gouging, but also affords the perfect opportunity to NPC interaction and the insertion of side-operations.</p><p></p><p>By tracking supplies, you force the PCs to ponder what may happen, and plan accordingly. Sure, most times they get through a scenario with sufficient supplies, but as the campaign goes on they will have had bitter experience of poor planning and unexpected events.</p><p></p><p>Most importantly, it adds depth and substance to a campaign. The players are not getting the 'OK, you travel to trhe ruins. You're there. OK, you're at the first room, check for traps. OK, inside..."</p><p></p><p>Now, if all you want is simply an endless room-clearing and corpse-looting operation, that's fine, but if you want more, you need to add more. I believe the PCs should consider the weather, the nature and conditions of travel, the possible problems that might arise. Generally, we split duties up among the group so everyone has things to consider. Fifteen days slogging through virgin timber should not be incident-free. There's going to be weather issues, false alarms at night, equipment breakage, minor injuries, insects, food-stealing wildlife, wildlife food opportunities, and the like. Encounters with other travelers. </p><p></p><p>The journey, and its complications, and a big part of any story.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8956694, member: 6998052"] Well, firstly, I see using dice to determine your supply as incredibly jarring, and silly. I've lived rough in the military, hiking, etc. How much water, food, etc. you have is not a variable. You don't take a drink out of a canteen and suddenly it is empty. Secondly, it adds drama and tension. In our current campaign, set in 1776-7, the PCs have several times found themselves in a situation where they have completed their intended task, and discovered new information that is time-sensitive. Acting on it, with supplies of food, vinegar, flints, and ammunition running low, is a decision that is not taken lightly, and involves serious risk. Another good example came up last session: confronted by a locked door, with the PC with lockpicking skills down with camp fever (couldn't make the game), the group had to pry the door open with knife blades at great risk of noise & broken knives, because none were carrying a pry bar. On several occasions they have unexpectedly rescued captives, and are not carry rations enough for a large group. Instant problem which needs to be solved. Period shoes are poor quality (a problem that will continue for another century+); bad weather and long marches have ruined a lot of PCs footgear in this campaign, and in the first few sessions caused considerable hardship. Restocking while passing through small villages and towns not only exposes PCs to the time-honored tradition of price-gouging, but also affords the perfect opportunity to NPC interaction and the insertion of side-operations. By tracking supplies, you force the PCs to ponder what may happen, and plan accordingly. Sure, most times they get through a scenario with sufficient supplies, but as the campaign goes on they will have had bitter experience of poor planning and unexpected events. Most importantly, it adds depth and substance to a campaign. The players are not getting the 'OK, you travel to trhe ruins. You're there. OK, you're at the first room, check for traps. OK, inside..." Now, if all you want is simply an endless room-clearing and corpse-looting operation, that's fine, but if you want more, you need to add more. I believe the PCs should consider the weather, the nature and conditions of travel, the possible problems that might arise. Generally, we split duties up among the group so everyone has things to consider. Fifteen days slogging through virgin timber should not be incident-free. There's going to be weather issues, false alarms at night, equipment breakage, minor injuries, insects, food-stealing wildlife, wildlife food opportunities, and the like. Encounters with other travelers. The journey, and its complications, and a big part of any story. [/QUOTE]
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