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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="Willie the Duck" data-source="post: 9797903" data-attributes="member: 6799660"><p>I think these triangulate a large part of the issue. Generally speaking, running out of rations or lamp oil* is something that typically happens to a gamer approximately once. The result -- death or having to turn around and leave the dungeon (possibly bumbling your way out if you realize the situation too late) -- being systematically anticlimactic. There on out, players will have their PCs carry these supplies (and/or emergency escape buttons) in excess of the situation their GMs will throw at them -- something most RPG games makes relatively easy (in cost, options to do so, etc.). Thereon out it becomes simply a number that goes down, then goes back up, but never hits 0 and certainly never does anything interesting. </p><p><span style="font-size: 12px">*and probably arrows, although some will be more lax on this, as it usually isn't as completely adventure-ending</span></p><p></p><p>Secondly, if something interesting is to happen with this, generally it is going to hinge on decisions made at adventure start (either you packed enough food for X or not). Perhaps there is a decision on whether to do something (press on, take this detour, etc.) because it is unclear if you have sufficient supplies, but honestly it's hard to set that up in a fair and reasonable way. Doubly challenging to make the decision and consequences-of-a-wrong-decision entertaining.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9797903, member: 6799660"] I think these triangulate a large part of the issue. Generally speaking, running out of rations or lamp oil* is something that typically happens to a gamer approximately once. The result -- death or having to turn around and leave the dungeon (possibly bumbling your way out if you realize the situation too late) -- being systematically anticlimactic. There on out, players will have their PCs carry these supplies (and/or emergency escape buttons) in excess of the situation their GMs will throw at them -- something most RPG games makes relatively easy (in cost, options to do so, etc.). Thereon out it becomes simply a number that goes down, then goes back up, but never hits 0 and certainly never does anything interesting. [SIZE=3]*and probably arrows, although some will be more lax on this, as it usually isn't as completely adventure-ending[/SIZE] Secondly, if something interesting is to happen with this, generally it is going to hinge on decisions made at adventure start (either you packed enough food for X or not). Perhaps there is a decision on whether to do something (press on, take this detour, etc.) because it is unclear if you have sufficient supplies, but honestly it's hard to set that up in a fair and reasonable way. Doubly challenging to make the decision and consequences-of-a-wrong-decision entertaining. [/QUOTE]
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