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General Tabletop Discussion
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Is Resource Management “Fun?”
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<blockquote data-quote="Jd Smith1" data-source="post: 8957594" data-attributes="member: 6998052"><p>I generally run campaigns that last hundreds of hours....</p><p></p><p>But your point about 'unless placed in a dire situation'. First, you don't want to signal your players that a dire situation is coming by suddenly starting to track gear.</p><p></p><p>Secondly, poor planning or unexpected demands can create a dire situation. To use a D&D example: what if the dungeon you're clearing room by-room is six levels instead of the expected three? What if the loot acquired isn't in handy coins and gems, but artwork such as carved tusks and inlaid armor?</p><p></p><p>I generally find that resource management becomes more interesting as players leave the lighter 'spell or magic item for everything' systems like D&D, and venture into systems that require more player involvement.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8957594, member: 6998052"] I generally run campaigns that last hundreds of hours.... But your point about 'unless placed in a dire situation'. First, you don't want to signal your players that a dire situation is coming by suddenly starting to track gear. Secondly, poor planning or unexpected demands can create a dire situation. To use a D&D example: what if the dungeon you're clearing room by-room is six levels instead of the expected three? What if the loot acquired isn't in handy coins and gems, but artwork such as carved tusks and inlaid armor? I generally find that resource management becomes more interesting as players leave the lighter 'spell or magic item for everything' systems like D&D, and venture into systems that require more player involvement. [/QUOTE]
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Is Resource Management “Fun?”
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