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On Behavioral Realism
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<blockquote data-quote="hawkeyefan" data-source="post: 7951754" data-attributes="member: 6785785"><p>I think that it may be a perfectly fine story. But I think it’s downplaying how enticing it would be....after weeks in the wild and sleeping in awful conditions and eating rations and being subject to the elements....to have a home cooked meal a hot bath and to sleep in an actual bed. </p><p></p><p>If the goal of the game is to somehow produce that desire.....to make the draw of it in the fiction to be as strong as it would be in real life....then yeah, it is probably something that should have some kind of mechanical incentive. </p><p></p><p>The particulars of that seem to be what is in question. Those will vary by preference, but I think that [USER=467]@Reynard[/USER] needs to look at it and talk to the players and figure out something. </p><p></p><p>It could be as simple as abstracting that side of things in terms of money. Let all their GP and treasure found go toward funding new gear and so on. But just say that an abstracted portion goes toward lifestyle. </p><p></p><p>You could go a little further with that and say that different levels of lifestyle require a % of the treasure. You could also even then incentivize further by having levels of lifestyle grant increasing benefits of some sort. These can be temp HP after resting well or advantage on CHA checks after bathing or whatever. </p><p></p><p>I wouldn’t penalize them for the way they’re playing so far, though. Better to incentivize the desired behavior.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7951754, member: 6785785"] I think that it may be a perfectly fine story. But I think it’s downplaying how enticing it would be....after weeks in the wild and sleeping in awful conditions and eating rations and being subject to the elements....to have a home cooked meal a hot bath and to sleep in an actual bed. If the goal of the game is to somehow produce that desire.....to make the draw of it in the fiction to be as strong as it would be in real life....then yeah, it is probably something that should have some kind of mechanical incentive. The particulars of that seem to be what is in question. Those will vary by preference, but I think that [USER=467]@Reynard[/USER] needs to look at it and talk to the players and figure out something. It could be as simple as abstracting that side of things in terms of money. Let all their GP and treasure found go toward funding new gear and so on. But just say that an abstracted portion goes toward lifestyle. You could go a little further with that and say that different levels of lifestyle require a % of the treasure. You could also even then incentivize further by having levels of lifestyle grant increasing benefits of some sort. These can be temp HP after resting well or advantage on CHA checks after bathing or whatever. I wouldn’t penalize them for the way they’re playing so far, though. Better to incentivize the desired behavior. [/QUOTE]
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