Li Shenron said:
Personally I think that the idea that characters go adventuring 15 minutes and then go back home resting is theoretical only, and no one really plays like that. Because that requires anyway that the rest of the world would allow you to do so: you clear 1 room in a dungeon and go back to camp, and the rest of dungeon stays where it is and waits for your team to come back the next day? In my own opinion, the 15 minutes-per-day adventures require a very terrible DM.
Here's a scenario where it happened almost every day:
Ancient underground complex created 2000 years ago by a long dead group of people. It has been sealed with 700 years with no one getting in or out. The PCs are given the only key.
The only creatures inside are one or all of the following:
-unable to leave the place due to the curse put on them
-unable to leave the place because they don't know a way to the surface
-not smart enough to leave the place
-unwilling to follow the PCs to the surface since they are just happy that they left
-unable to follow teleporting PCs
Then let the PCs teleport in, kill a room full of enemies then teleport out. The PCs spend a night in town selling off loot, getting back spells and healing. Some times they'll wait for someone in town to make them a new magic item or spend an extra day looking for a piece of info before going back.
So, from the point of view of the enemies...they spent 700 years living down here with no disturbances and suddenly some people appear, kill some of their friends then leave. No particular reason to think they'll be back the next day. And often they weren't. So you go back to your routine you've been doing for the past 700 years. Then they suddenly appear again and kill off another one of your friends. Not having the ability to follow them, you figure they'll be back and you might even make some plans to be on the look out and carry a weapon with you so you can defend yourself next time. Then you die.
Then the PCs move on to the next level of the dungeon where the enemies have been prevented from leaving their level for the full 700 years, so they don't even know or speak to the enemies on the level above. So they have no idea that the PCs are coming, and the cycle repeats itself.
Then you have other dungeons filled with competing creatures who are HAPPY the PCs killed off their opponents, so of course they aren't going to lift a finger to help them. And that's assuming they even talk to each other so they know the PCs came to the dungeon a day ago.
This is in addition to the days where the PCs teleported in, walked down a hallway where they were attacked by a gelatanous cube that the residents of the dungeon didn't know was there, they killed it and teleported out without any of the intelligent residents of the dungeon even knowing they were there that day.
Or the times that the PCs teleported in and killed a room worth of people when the head of the evil temple knew they were just WEEKS away from summoning their god and getting the revenge they deserved. But leaving to chase after the PCs would just take valuable time away from their plan.
I've found that more often than not, with the games I've run it's actually more difficult to justify why the enemies WOULD chase after the PCs than why they wouldn't.
Don't get me wrong, it's not like EVERY day was a 15 minute adventuring day. It mainly depended on the difficulty of their first encounter. If it was hard enough, they wouldn't risk a second.