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General Tabletop Discussion
*TTRPGs General
Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana
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<blockquote data-quote="Fanaelialae" data-source="post: 9796026" data-attributes="member: 53980"><p>I also find "mundane" resource tracking to be boring, while not minding more interesting resource tracking.</p><p></p><p>In my experience, it's because "mundane" resources require frequent tracking (mark a ration/water every day, mark an arrow every attack) but almost never actually matter. I've played in survival style campaigns, yet I can't think of a single time the characters starved to death. At most, we spent a few game days resource gathering and were fine. It impacted the narrative, such as it is, but not in any way that I would consider meaningful. It was more of a "tax" we had to pay before moving on to the parts of the game that were actually interesting.</p><p></p><p>Whereas something like spell slots matter quite often. There have been plenty of times when I've been out of my highest level spell slots, or everything except my lowest level spell slots, and had to pivot accordingly. Those constraints forced me to have to make tough decisions in the heat of the moment. They added challenge and tension.</p><p></p><p>Basically, I don't mind resource tracking if it makes things more interesting. "Mundane" resource tracking practically never does this, and in my experience exists as a thematic constraint, rather than a practical one. Whereas things like spell slots and limited use action surge actually do drive practical constraints at the table that force players to have to improvise in the heat of the moment. </p><p></p><p>I have no qualms with resource tracking, but my time at the gaming table is my most limited and precious resource these days, and I dislike having it wasted with resource tracking that exists only to add a splash of ambiance. That's regular effort for virtually no reward.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9796026, member: 53980"] I also find "mundane" resource tracking to be boring, while not minding more interesting resource tracking. In my experience, it's because "mundane" resources require frequent tracking (mark a ration/water every day, mark an arrow every attack) but almost never actually matter. I've played in survival style campaigns, yet I can't think of a single time the characters starved to death. At most, we spent a few game days resource gathering and were fine. It impacted the narrative, such as it is, but not in any way that I would consider meaningful. It was more of a "tax" we had to pay before moving on to the parts of the game that were actually interesting. Whereas something like spell slots matter quite often. There have been plenty of times when I've been out of my highest level spell slots, or everything except my lowest level spell slots, and had to pivot accordingly. Those constraints forced me to have to make tough decisions in the heat of the moment. They added challenge and tension. Basically, I don't mind resource tracking if it makes things more interesting. "Mundane" resource tracking practically never does this, and in my experience exists as a thematic constraint, rather than a practical one. Whereas things like spell slots and limited use action surge actually do drive practical constraints at the table that force players to have to improvise in the heat of the moment. I have no qualms with resource tracking, but my time at the gaming table is my most limited and precious resource these days, and I dislike having it wasted with resource tracking that exists only to add a splash of ambiance. That's regular effort for virtually no reward. [/QUOTE]
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