Reynard said:The problem is that you are suggesting that it can never be in-character, and making a pretty elitist statement about "real roleplaying" in the process.
Let's say the PCs are a group of adventurers -- and by that I mean, people who take great risks in hopes of great rewards. These are people that know that once they step into the breach, there's a good chance they might not come out again, but they are willing to do it because they want to find treasure, glory and/or power in those deep, dangerous holes in the ground. Let's say this group of adventurers just accidentally stumbled on the lair of an otyugh and although they defeated it, they took something of a beating. They could stop and rest, even though it is only 10 AM, but if they do that they lose a whole day. They could also press forward, knowing they aren't at the top of their game, taking it slow and careful and deciding what to do in each new (apparent) threat as they come upon it. Maybe, they'll find some treasure nearby, or be able to scout out the complex, or something else. maybe they'll get bushwhacked by a band of hungry cave trolls and get eaten. It is time to make a decision, and either one -- stop and rest or push forward -- is equally valid for these daredevil treasure hunters. For a "normal person"? Well, a "normal person" wouldn't have gone down there in the first place.
I actually do know real life adventurers. Spleunkers.
I'm honestly trying to imagine a scenario which isn't time sensitive when they would take such a big risk.
Unless you're stating that adventurers have a mental deficiency, the self-presevation instinct would cause adventurers to stop after an encounter since unless there is extenuating circumstances (time sensitive) there's no rush since the dungeon isn't going anywhere.
Using your own example of "pushing on", why push on when there is such a increasing likelihood of death when the smart thing is to camp and rest. Sure, they lose a day but why is this a problem when you have all the time in the world?