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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="ExploderWizard" data-source="post: 7148067" data-attributes="member: 66434"><p>The DM does have the right to set the rest rules. The players, if they are actually participating in a game, have the right to having some consistency. As the DM think about the campaign type you want to run and set the rest rules accordingly. Also decide at the outset if this will be a game or just story time. A game demands some consistency in the rules, and story time does not. If the ongoing narrative is going to get authority over everything else, then players need to be aware of this at the outset. That way, no one is getting screwed and no one is being a bastard. It will be clearly understood that all participants are servants of the narrative. </p><p></p><p>If you want players to simply accept rapidly changing rest parameters seemingly without rhyme or reason (to their characters) then you are asking players to approach the game as story tellers rather than as personas who inhabit the imagined game world. In other words, you are killing 1st person role playing in the crib for the sake of shared narrative. If the group prefers and wants that, then just lay it out and play how you like together. If the players are not on board and still want a game, then you will have to choose some rest rules and apply them consistently. Doing so doesn't mean that rest rates & times cannot vary, it just means that the variance should conform to some logical reason that is applied fairly no matter what is happening in the campaign.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 7148067, member: 66434"] The DM does have the right to set the rest rules. The players, if they are actually participating in a game, have the right to having some consistency. As the DM think about the campaign type you want to run and set the rest rules accordingly. Also decide at the outset if this will be a game or just story time. A game demands some consistency in the rules, and story time does not. If the ongoing narrative is going to get authority over everything else, then players need to be aware of this at the outset. That way, no one is getting screwed and no one is being a bastard. It will be clearly understood that all participants are servants of the narrative. If you want players to simply accept rapidly changing rest parameters seemingly without rhyme or reason (to their characters) then you are asking players to approach the game as story tellers rather than as personas who inhabit the imagined game world. In other words, you are killing 1st person role playing in the crib for the sake of shared narrative. If the group prefers and wants that, then just lay it out and play how you like together. If the players are not on board and still want a game, then you will have to choose some rest rules and apply them consistently. Doing so doesn't mean that rest rates & times cannot vary, it just means that the variance should conform to some logical reason that is applied fairly no matter what is happening in the campaign. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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