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Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana
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<blockquote data-quote="Enrahim" data-source="post: 9796172" data-attributes="member: 7025577"><p>I think this one also touches upon something essential. I typically skip food/torch/arrow tracking myself - but there is one particular kind of game experience where I would would at the very least track food and torches: That is in the kind of experience where I as a player have to make an educated guess on how much is needed - and there is a benefit to bringing little.</p><p></p><p>The classic example is : You are by the dragon hoard. There is no way you can manage to bring even a fraction of the gold out. How much food do you need for the trip home?</p><p></p><p>At this point the players should have a reasonable idea about what sort of dangers might lurk on the way back, including the odds of getting lost. As such they should be able to make a calculated risk. This gives the immediate excitement of a gamble, and the pay of time-frame is relatively modest.</p><p></p><p>However if you play in a game where there is even a hint of the GM "choosing" anything that might significantly affect the outcome of this scenario, the entire gamble experience falls trough. Noone would want to play the rulette if they know the house is cheating (unless they know the house for some reason is cheating in their favor, in which case it still removes the tension)</p><p></p><p>So I think this might be an important observation. The circumstances that might make tracking food exciting and meaningful is not present in many play-styles. In particular modern narrative games where players and GM has a large degree of autorship during play, likely are not compatible with this kind of gambling, as the participants has too much control of the longer term outcome.</p><p></p><p>Compare this with a style of play with pregenerated locales with no "blanks", fixed encounter tables for both adventure location and the path to and from, hard rules for movement speeds, and chances to get lost, and an ethos of GM as a referee that should not create content on the fly - and I think it should be recognisable that this is an environement where players actually might be able to make educated gambles relevant for the scope of an entire expedition within the framework of the game.</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9796172, member: 7025577"] I think this one also touches upon something essential. I typically skip food/torch/arrow tracking myself - but there is one particular kind of game experience where I would would at the very least track food and torches: That is in the kind of experience where I as a player have to make an educated guess on how much is needed - and there is a benefit to bringing little. The classic example is : You are by the dragon hoard. There is no way you can manage to bring even a fraction of the gold out. How much food do you need for the trip home? At this point the players should have a reasonable idea about what sort of dangers might lurk on the way back, including the odds of getting lost. As such they should be able to make a calculated risk. This gives the immediate excitement of a gamble, and the pay of time-frame is relatively modest. However if you play in a game where there is even a hint of the GM "choosing" anything that might significantly affect the outcome of this scenario, the entire gamble experience falls trough. Noone would want to play the rulette if they know the house is cheating (unless they know the house for some reason is cheating in their favor, in which case it still removes the tension) So I think this might be an important observation. The circumstances that might make tracking food exciting and meaningful is not present in many play-styles. In particular modern narrative games where players and GM has a large degree of autorship during play, likely are not compatible with this kind of gambling, as the participants has too much control of the longer term outcome. Compare this with a style of play with pregenerated locales with no "blanks", fixed encounter tables for both adventure location and the path to and from, hard rules for movement speeds, and chances to get lost, and an ethos of GM as a referee that should not create content on the fly - and I think it should be recognisable that this is an environement where players actually might be able to make educated gambles relevant for the scope of an entire expedition within the framework of the game. [/QUOTE]
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