My adult group of Pathfinder players have introduced me to another style....
The kids game has players that will bull through - I have to remind them that they might need to set up and camp. (The keep going 'til you drop school of adventuring.)
The grownups... well, they don't have a 15 Minute Adventuring Day, but they will go through a full day of adventuring, then camp for a day or three. They are... plodding.
Mind you, they do fine in the city adventures that make up about half of the sessions, but once they are out in the scary, dark,
silent woods, they get paranoid. Though, given that they are all city characters (even the ranger), it kind of fits.
My response has been to feed their paranoia. Adding creepiness to the woods as well as actual danger. Ghost stories at the tavern closest to the Darkwood, rumors of a town that was swallowed up by the trees in a single night. (This last was pure 'let's scare the city slickers' - the swallowed town had been abandoned for decades when the stream that fed the mill shifted.)
So, they build a camp (not just 'make' - build). A wall of sharpened pales, a place to keep watch, tents in the center of the camp - with an empty tent with a lantern. Some henchies to keep the camp while they are away.... And a cook, so there will be a good meal waiting when they get back.
The Auld Grump, caught between annoyance and amusement.