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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="LurkAway" data-source="post: 5753755" data-attributes="member: 6685059"><p>I agree that the 15 minutes resting day is definitely the result of a static artificial dungeon environment.</p><p></p><p>If monsters sit artificially in rooms for days or week or months waiting for heroes to come out of the blue, then why can't PCs likewise rest as long as they need to?</p><p></p><p>Compare to more dynamic and realistic environments -- saving the kidnapped princess before her captor gallops too far out of reach, preventing your friend from being executed at dawn, storming a castle, escaping a prison after breaking out of your cell, crossing the desert before you run out of water -- there is no resting during these scenarios without a risk analysis. If there's no pressure and no deadline, it's perfectly natural to rest as needed.</p><p></p><p>Technically, you don't need a real deadline or definite pressure to keep going -- you only need to worry or presume that there is one, enough to spur you to action as long as possible.</p><p></p><p>I think that adding official one-time resting areas in a dungeon is adding another artificial element to patch a problem created by the artificiality of the original environment.</p><p></p><p>Also, it encourages to players to think about the metagame framework rather in-game cause and effect. Which is fine if you don't mind that, but it would make a lot of other people unhappy who are looking for a more immersive game.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5753755, member: 6685059"] I agree that the 15 minutes resting day is definitely the result of a static artificial dungeon environment. If monsters sit artificially in rooms for days or week or months waiting for heroes to come out of the blue, then why can't PCs likewise rest as long as they need to? Compare to more dynamic and realistic environments -- saving the kidnapped princess before her captor gallops too far out of reach, preventing your friend from being executed at dawn, storming a castle, escaping a prison after breaking out of your cell, crossing the desert before you run out of water -- there is no resting during these scenarios without a risk analysis. If there's no pressure and no deadline, it's perfectly natural to rest as needed. Technically, you don't need a real deadline or definite pressure to keep going -- you only need to worry or presume that there is one, enough to spur you to action as long as possible. I think that adding official one-time resting areas in a dungeon is adding another artificial element to patch a problem created by the artificiality of the original environment. Also, it encourages to players to think about the metagame framework rather in-game cause and effect. Which is fine if you don't mind that, but it would make a lot of other people unhappy who are looking for a more immersive game. [/QUOTE]
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