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General Tabletop Discussion
*Dungeons & Dragons
Slow Rests: Anyone Tried It?
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<blockquote data-quote="Sunseeker" data-source="post: 6370341"><p>I have no inherent objections to the idea provided that it actually changes the way the party behaves while resting. If it doesn't serve to do anything besides slow down the time in the game, I fail to see the purpose. Traditionally characters in stories take "long rests", that is, get days or weeks of rest after a serious injury in plot-locations. Frodo gets stabbed by the Nazgul, takes a "long rest" in Rivendell. From a storytelling perspective, noone really cares what happens during that downtime, but that's not to say the world, and the other party members all sat on their thumbs in the interim. </p><p></p><p>I guess what I'm getting at is that aside from changing the time-flow of the game, you also need to change the dynamic. Not all party members are likely to be as injured as others. Perhaps Bob only needs a single night of rest. Maybe Bill doesn't need any at all. Maybe Timmy is seriously injured and needs more time. Well, what are Bob and Bill doing while they wait for Timmy to get better? </p><p></p><p>If your "long rests" are just taking place in Generic Town with no real ways to carry on the game while Timmy is recovering, then you have not essentially changed anything at all. More time may have been taken, but rest was still "the party takes a long rest" and then they go back to whatever they were doing. Slow Rests only matter on their own when "time is of the essence", such as the big-bad getting the crystal of doom or catching up to the party. Otherwise the DM must endeavor to make the "full week of rest" feel like it has more of an impact than a "full night of rest". Without that additional impact I question the value of doing it at all.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6370341"] I have no inherent objections to the idea provided that it actually changes the way the party behaves while resting. If it doesn't serve to do anything besides slow down the time in the game, I fail to see the purpose. Traditionally characters in stories take "long rests", that is, get days or weeks of rest after a serious injury in plot-locations. Frodo gets stabbed by the Nazgul, takes a "long rest" in Rivendell. From a storytelling perspective, noone really cares what happens during that downtime, but that's not to say the world, and the other party members all sat on their thumbs in the interim. I guess what I'm getting at is that aside from changing the time-flow of the game, you also need to change the dynamic. Not all party members are likely to be as injured as others. Perhaps Bob only needs a single night of rest. Maybe Bill doesn't need any at all. Maybe Timmy is seriously injured and needs more time. Well, what are Bob and Bill doing while they wait for Timmy to get better? If your "long rests" are just taking place in Generic Town with no real ways to carry on the game while Timmy is recovering, then you have not essentially changed anything at all. More time may have been taken, but rest was still "the party takes a long rest" and then they go back to whatever they were doing. Slow Rests only matter on their own when "time is of the essence", such as the big-bad getting the crystal of doom or catching up to the party. Otherwise the DM must endeavor to make the "full week of rest" feel like it has more of an impact than a "full night of rest". Without that additional impact I question the value of doing it at all. [/QUOTE]
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Slow Rests: Anyone Tried It?
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