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Long Rests in Dangerous Places -- What if NOPE?
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<blockquote data-quote="Fenris-77" data-source="post: 7608066" data-attributes="member: 6993955"><p>The five minute workday is something that is entirely within the purview of the GM to make easier and more difficult. Personally, I think it's crap, but that's just me. The thing to remember is that players don't run the game. The GM is the one designing the encounters and he's the one that has to account for resources and resource recovery. If he's based the whole campaign on one long rest per 6 or 8 encounters (and probably one or two shorts), or whatever, then he needs to maintain that. For example, if the dungeon repopulates every time the party leaves (which is actually kind of realistic in some ways) they party will soon learn to push on when they'd previously go home and recharge nova abilities. If they throw a fit about that the issue is with immature players and you know what? I can always find new players. Honestly, the silly shenanigans some GMs put up with amaze me. </p><p></p><p>I'm not suggesting anything more outre than designing pace and encounter links that encourage the desired workday btw. The players have agency and can chose other options, but that doesn't mean those decisions get to run the game. If you take the time to design sessions that are fast paced and there are good reasons to push on, then mostly, players will. Often that means making time (in-game) a more precious commodity.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7608066, member: 6993955"] The five minute workday is something that is entirely within the purview of the GM to make easier and more difficult. Personally, I think it's crap, but that's just me. The thing to remember is that players don't run the game. The GM is the one designing the encounters and he's the one that has to account for resources and resource recovery. If he's based the whole campaign on one long rest per 6 or 8 encounters (and probably one or two shorts), or whatever, then he needs to maintain that. For example, if the dungeon repopulates every time the party leaves (which is actually kind of realistic in some ways) they party will soon learn to push on when they'd previously go home and recharge nova abilities. If they throw a fit about that the issue is with immature players and you know what? I can always find new players. Honestly, the silly shenanigans some GMs put up with amaze me. I'm not suggesting anything more outre than designing pace and encounter links that encourage the desired workday btw. The players have agency and can chose other options, but that doesn't mean those decisions get to run the game. If you take the time to design sessions that are fast paced and there are good reasons to push on, then mostly, players will. Often that means making time (in-game) a more precious commodity. [/QUOTE]
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