I am a player in a campaign that uses week long rests now. I was skeptical when the game first started, but it has worked amazingly well. This particular campaign makes heavy use of what is sometimes called "fronts" - factions with an agenda that progresses independent of the PCs. Week long rests really give this type of game the time it needs to play out.
The three main things that feel vastly different from other games I have played in are:
1) Player choices feel meaningful. You can't do A, B, and C in a week, so if you fight faction A, then you let faction B continue with their agenda, and you can't do the quest that would earn favor with faction C. When you can do A Monday, B Tuesday, and C Wednesday those choices aren't as important.
2) The world changes independent of the PCs. The quest line you ignore this week doesn't remain in stasis until you get around to it. The orc raids choke off trade to the town. The necromancer keeps increasing the size of his undead army. The thieves' guild starts killing important NPCs. It is a living, breathing world, for better or (usually) worse.
3) Long rests are a BIG deal. You can't waste a week resting because your enemies aren't waiting around twiddling their thumbs. Our party is constantly stretching our resources to their limit to maximize what we can accomplish each week because time is the most important resource in the game.
So while I can see why the week long rests wouldn't work in some games, for this type of campaign they really give it a timeframe that lets it work in a very different way than the standard recovery rule would.
The three main things that feel vastly different from other games I have played in are:
1) Player choices feel meaningful. You can't do A, B, and C in a week, so if you fight faction A, then you let faction B continue with their agenda, and you can't do the quest that would earn favor with faction C. When you can do A Monday, B Tuesday, and C Wednesday those choices aren't as important.
2) The world changes independent of the PCs. The quest line you ignore this week doesn't remain in stasis until you get around to it. The orc raids choke off trade to the town. The necromancer keeps increasing the size of his undead army. The thieves' guild starts killing important NPCs. It is a living, breathing world, for better or (usually) worse.
3) Long rests are a BIG deal. You can't waste a week resting because your enemies aren't waiting around twiddling their thumbs. Our party is constantly stretching our resources to their limit to maximize what we can accomplish each week because time is the most important resource in the game.
So while I can see why the week long rests wouldn't work in some games, for this type of campaign they really give it a timeframe that lets it work in a very different way than the standard recovery rule would.