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<blockquote data-quote="steenan" data-source="post: 7948564" data-attributes="member: 23240"><p>I think there are three factors to take into account here.</p><p></p><p>The first is what the players seek in the game, what they find interesting. Forcing them to spend time and focus on things they have no interest in is a bad idea. If they want exploration and adventure, or if they want monster slaying, don't waste their time with an inn, unless there's an adventure or a monster there. In my Exalted campaign there were many scenes at baths not because anybody wanted to focus on bathing itself, but because it was a perfect background for various social interactions.</p><p></p><p>The second factor is the existence (or not) of disincentives. In general, if something that's purely color competes for time or resources with the central gameplay, the color loses. If a PC has a choice between spending money for a room or bath and spending it on weapons, spells or other items that their life depends on, it's easy to see what they will choose. In games where money is abstract and players may pay for things without reducing their long-term resources, or games where money can't buy mechanical bonuses, no such conflict exists and players are much more willing to have their PCs spend money on luxuries.</p><p></p><p>The third factor is the existence of mechanical incentives for spending resources on non-essentials. While lack of mechanical disincentives and incentives leaves it as color and roleplaying opportunity, existence of both incentives and disincentives creates a tactical choice. Such incentives may be recovering stress only when well fed and sleeping in comfort; getting XP for money "wasted" (spent on drinks, gambling, girls/boys, charity etc.) instead of earned; getting a social modifier based on the standard of living and similar things.</p></blockquote><p></p>
[QUOTE="steenan, post: 7948564, member: 23240"] I think there are three factors to take into account here. The first is what the players seek in the game, what they find interesting. Forcing them to spend time and focus on things they have no interest in is a bad idea. If they want exploration and adventure, or if they want monster slaying, don't waste their time with an inn, unless there's an adventure or a monster there. In my Exalted campaign there were many scenes at baths not because anybody wanted to focus on bathing itself, but because it was a perfect background for various social interactions. The second factor is the existence (or not) of disincentives. In general, if something that's purely color competes for time or resources with the central gameplay, the color loses. If a PC has a choice between spending money for a room or bath and spending it on weapons, spells or other items that their life depends on, it's easy to see what they will choose. In games where money is abstract and players may pay for things without reducing their long-term resources, or games where money can't buy mechanical bonuses, no such conflict exists and players are much more willing to have their PCs spend money on luxuries. The third factor is the existence of mechanical incentives for spending resources on non-essentials. While lack of mechanical disincentives and incentives leaves it as color and roleplaying opportunity, existence of both incentives and disincentives creates a tactical choice. Such incentives may be recovering stress only when well fed and sleeping in comfort; getting XP for money "wasted" (spent on drinks, gambling, girls/boys, charity etc.) instead of earned; getting a social modifier based on the standard of living and similar things. [/QUOTE]
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