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What is the 15-minute adventuring day?
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<blockquote data-quote="Ariosto" data-source="post: 5590033" data-attributes="member: 80487"><p>If that is true, then I submit that making combat "the <em>entire</em> point" of adventuring is a root cause.</p><p></p><p></p><p>You wrote what I quoted, and what I wrote directly contradicts that.</p><p></p><p>Moreover, what Doug McCrae asserted was that <em>certain processes</em> avoid the 15-minute day. You seem to be treating that as an assertion that the inclusion of any such processes automatically negates the influence of <em>all other</em> processes that give incentives for the strategy.</p><p></p><p></p><p></p><p></p><p>Then we agree on that. Is it not obvious that a predicate is the <em>existence of</em> significantly relevant resources upon which one <em>can</em> reload with opportunity to retreat and return at leisure?</p><p></p><p>"I'm out of bullets" is beside the point unless shooting is what one aims to undertake. If there is a good chance that shooting <em>may</em> come up, but there are other matters at hand, then one does not go out of one's way to <em>waste</em> ammo and so has a reserve for the contingency. If one is close enough to <em>certain</em> not to need guns, and one has plenty of resources for other enterprises, then doing those sooner tends to have the advantage of reaping whatever worms accrue to early birds.</p><p></p><p>A bomber has been shot down, the pilot bailed out behind enemy lines. A helicopter comes in, guns and rockets blazing, and drives back the enemy. Then <em>it turns right around and flies away</em>. Why? Because the crew has the "15 minute workday" mentality. The men "went nova" with their weapons, so now they are short on munitions (especially rockets). They care only about that, not about <em>completing the mission</em> today by rescuing the pilot!</p><p></p><p></p><p></p><p> As mentioned above, I think that is no less than what Doug McCrae suggested.</p><p></p><p>What affects the 15MWD is the dread of its being the Last Day before the inauguration of the reign over Earth of horrors from beyond.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5590033, member: 80487"] If that is true, then I submit that making combat "the [i]entire[/i] point" of adventuring is a root cause. You wrote what I quoted, and what I wrote directly contradicts that. Moreover, what Doug McCrae asserted was that [i]certain processes[/i] avoid the 15-minute day. You seem to be treating that as an assertion that the inclusion of any such processes automatically negates the influence of [i]all other[/i] processes that give incentives for the strategy. Then we agree on that. Is it not obvious that a predicate is the [i]existence of[/i] significantly relevant resources upon which one [i]can[/i] reload with opportunity to retreat and return at leisure? "I'm out of bullets" is beside the point unless shooting is what one aims to undertake. If there is a good chance that shooting [i]may[/i] come up, but there are other matters at hand, then one does not go out of one's way to [i]waste[/i] ammo and so has a reserve for the contingency. If one is close enough to [i]certain[/i] not to need guns, and one has plenty of resources for other enterprises, then doing those sooner tends to have the advantage of reaping whatever worms accrue to early birds. A bomber has been shot down, the pilot bailed out behind enemy lines. A helicopter comes in, guns and rockets blazing, and drives back the enemy. Then [i]it turns right around and flies away[/i]. Why? Because the crew has the "15 minute workday" mentality. The men "went nova" with their weapons, so now they are short on munitions (especially rockets). They care only about that, not about [i]completing the mission[/i] today by rescuing the pilot! As mentioned above, I think that is no less than what Doug McCrae suggested. What affects the 15MWD is the dread of its being the Last Day before the inauguration of the reign over Earth of horrors from beyond. [/QUOTE]
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What is the 15-minute adventuring day?
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