Hussar said:
I'm not sure if you actually meant it this way, but, I've seen enough of this point of view that it really flies up my left nostril. The presumption that if people play the game differently than you do means that the other people aren't playing right ("we were roleplaying"="If you had the 15 minute day problem you weren't roleplaying"). Sorry, that doesn't wash.
Even if you never had the issue, can you honestly say that the issue didn't exist? That you worked around the issue does not negate its existence. There were loads of people complaining about the 15 minute adventuring day (or going nova, or a number of other similar concerns) on these forums. Are you honestly trying to say that none of them were roleplaying?
The 15-minute adventuring day is perfectly good role-playing. It may not be as much
fun, it may not be
heroic, but it's not bad role-playing and it's not metagaming. In a world with D&D-style Vancian magic, where the basic "laws of magic" (casters have a limit on how many spells they can prepare, and must stop and rest before they can prepare new ones) are well known to the characters, the 15-minute adventuring day is an eminently logical strategy for people engaged in such dangerous pursuits as adventuring.
Remember--if your character dies at a level where you don't have access to resurrection magic, or in a TPK,
you get to make a new character, but
your character dies for good. And your character doesn't know there's a DM ensuring the party only has to defeat level-appropriate challenges. Given the risks--given that one prepared spell can easily make the difference between life and death--is your character really so reckless as to not seize the opportunity to "recharge" whenever possible? Only the most gung-ho, battle-crazed maniacs would push on past the casters' comfort zone if they had the option to stop and rest.
My experience has been that most players default to the 15-minute adventuring day out of simple prudence. If an adventuring party is placed under time pressure, it will step up its efforts, but only as far as it has to; if it can get the job done with 30-minute adventuring days, it will do that. The characters are simply following the incentives given them by the laws of their reality.
A pre-industrial army can often move much faster than its supply train. It doesn't do so, however, because the risks of outpacing your supplies far outweigh the potential benefits except in a severe time crunch. Why would adventurers take the risk of outpacing their caster support?