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Resource Management in RPGs
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<blockquote data-quote="TwinBahamut" data-source="post: 4854829" data-attributes="member: 32536"><p>I think the most important reason is that, while things like food and water can be really important across the course of a long period of time in a game, the greater emphasis of any individual D&D session probably leans more heavily towards chunks of time where food really isn't all that important.</p><p></p><p>For example, a classic D&D dungeon crawl will probably take a day or so of time. In that time, any reasonably stocked party has very little risk of running out of food, so there is little immediate pressure to worry about such things. On the other hand, the character's hitpoint levels, available powers, number of failed death saving throws, and other such resources will fluctuate greatly, due to the large amount of combat without the chance to rest and recuperate. Basically, the needs of ammo, food, and other such resources can easily be hand-waved even at low levels as the simple requirement that the characters go to a town to get resupplied every few days (and tracking this more precidely can get tedious), but abstract resources related to life and death are simply more relevant in the more exciting point of time that take up more of a session.</p><p></p><p>Honestly, I think the game would be better off putting more mechanics into tracking things like physical endurance and political influence, which can significantly matter in the kinds of challenges that players focus upon the most regardless of timeframe, rather than tracking food and ammunition.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4854829, member: 32536"] I think the most important reason is that, while things like food and water can be really important across the course of a long period of time in a game, the greater emphasis of any individual D&D session probably leans more heavily towards chunks of time where food really isn't all that important. For example, a classic D&D dungeon crawl will probably take a day or so of time. In that time, any reasonably stocked party has very little risk of running out of food, so there is little immediate pressure to worry about such things. On the other hand, the character's hitpoint levels, available powers, number of failed death saving throws, and other such resources will fluctuate greatly, due to the large amount of combat without the chance to rest and recuperate. Basically, the needs of ammo, food, and other such resources can easily be hand-waved even at low levels as the simple requirement that the characters go to a town to get resupplied every few days (and tracking this more precidely can get tedious), but abstract resources related to life and death are simply more relevant in the more exciting point of time that take up more of a session. Honestly, I think the game would be better off putting more mechanics into tracking things like physical endurance and political influence, which can significantly matter in the kinds of challenges that players focus upon the most regardless of timeframe, rather than tracking food and ammunition. [/QUOTE]
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