Lanefan
Victoria Rules
Indiana Jones is pretty gonzo in some ways - that's what makes him fun - but isn't always logical, or wise.Indiana Jones is cautious and yet the movie is also cinematic.
Neither am I, but fortunately D&D isn't a movie.What isn't cinematic is resting for a day every time something exciting happens. There is no tension. I am not watching a movie like that.
D&D isn't being asked to stuff an entire story arc into two hours and a bit; instead it can - and IMO should - take as long as required.
Sorry, doesn't help - I've never seen (nor been at all interested in seeing) The Terminator.Take The Terminator as another example.
Unless your players are playing PCs with short boredom thresholds such that they couldn't sit still for a day-night without stirring up trouble somehow, a day's rest can be done in 30 seconds table time:I want a balanced mix of Social Interaction, Exploration, and Combat. All those things can be cinematic.
What is terrible is having the heroes take a day off to rest every time something happens. That is a terrible action/adventure/fantasy story anymore.
Player(s): "If this seems like a safe spot we'll sack out here until the next morning."
DM: "OK. Do any of you have anything you want to do during this time? Any spells [or rituals] to cast?"
Player(s): <quick check amongst themselves> "No, we're good; and we're on our usual keep-watch sequence."
DM: "Right. Now, does anything come along and bother you? <rolls dice a few times> Doesn't look like it, so - ding! - you all wake up next morning to a <rolls some more dice> rainy, windy day."
How hard is that?
Or playing in very different ways. I'm usually a gonzo player who throws caution to the wind at every opportunity; but to those less crazy, combat is (or should be!) more often the last option than the first.(I also disagree with combats being 'few and far between' in dungeon crawling. We must have been playing very different games of D&D.)
It's safer to sneak past the guards (or just find another way in) rather than fight them and risk alerting the place.
It's safer to hole up outside the bugbear caves and whittle them down by picking off their small away-team hunting parties (who we can beat with trivial ease) for a week or two than it is to wade in right now and take on the whole clan at once (who will probably slaughter us).
It's safer to assume everything in the dungeon is out to kill us (or anyone else who happens by) until it's proven not to be, and thus searching for traps is SOP, listening at doors is SOP, constant use of every means of divination we've got is demanded of those who can do it, and so on.
Not cinematic, but much more effective in the long run.