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<blockquote data-quote="gizmo33" data-source="post: 3754919" data-attributes="member: 30001"><p>It actually works, IME, under a broader range of experiences.</p><p></p><p>Imagine IRL if you robbed a bank. You go home to hide with a big bag of money, waiting for someone to sneak you out of the kingdom. I bet 99% of people would be up all night, pacing the floor, wondering if the cops are going to come down on them. They didn't have to be "told" by some celestial DM that this would happen, it's just common sense. And since the real world has great amounts of versimilitude, you worry about these things.</p><p></p><p>But as a player of a game, if you realize after some time that the NPCs in the world go into stasis every time you're not around, you're going to become correspondingly lazy in the way you play. Maybe certain spells have reduced/eliminated uncertainty in these situations, but then the solution IMO is not to revamp the structure of the game.</p><p></p><p>The players in my campaign don't really need to be told what's going on like that. Simply knowing that an NPC holds a hostage means time is not on your side, that's just common sense and someone who doesn't get that IMO is not taking the versimilitude of the campaign world seriously, which is a fixable problem.</p><p></p><p>In fact, them not knowing is part of the motivation for not resting. Let's say Sauron raided a village and you're going to go into his dungeon and kill him. You don't even know that Sauron isn't working on a doomsday device that means there won't be a tomorrow. You don't know that one of the villagers is still alive and will be sacrificed tomorrow. If the DM prepares such contingencies, *and lets the chips fall when the decisions are made*, then over time (relatively short, IME) the player's won't be so cavalier about assuming everything just stays put while they get their beauty sleep.</p><p></p><p>In the rare instances where the players can be certain of no consequences from resting, then it plays out almost exactly as I would expect an "encounter-based" resource situation to play out. "PCs: We go outside and rest. DM: Ok, next day - here's what's going on..." In the case where there are no consequences to resting, then I don't see what the negative consequences are to the narrative.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3754919, member: 30001"] It actually works, IME, under a broader range of experiences. Imagine IRL if you robbed a bank. You go home to hide with a big bag of money, waiting for someone to sneak you out of the kingdom. I bet 99% of people would be up all night, pacing the floor, wondering if the cops are going to come down on them. They didn't have to be "told" by some celestial DM that this would happen, it's just common sense. And since the real world has great amounts of versimilitude, you worry about these things. But as a player of a game, if you realize after some time that the NPCs in the world go into stasis every time you're not around, you're going to become correspondingly lazy in the way you play. Maybe certain spells have reduced/eliminated uncertainty in these situations, but then the solution IMO is not to revamp the structure of the game. The players in my campaign don't really need to be told what's going on like that. Simply knowing that an NPC holds a hostage means time is not on your side, that's just common sense and someone who doesn't get that IMO is not taking the versimilitude of the campaign world seriously, which is a fixable problem. In fact, them not knowing is part of the motivation for not resting. Let's say Sauron raided a village and you're going to go into his dungeon and kill him. You don't even know that Sauron isn't working on a doomsday device that means there won't be a tomorrow. You don't know that one of the villagers is still alive and will be sacrificed tomorrow. If the DM prepares such contingencies, *and lets the chips fall when the decisions are made*, then over time (relatively short, IME) the player's won't be so cavalier about assuming everything just stays put while they get their beauty sleep. In the rare instances where the players can be certain of no consequences from resting, then it plays out almost exactly as I would expect an "encounter-based" resource situation to play out. "PCs: We go outside and rest. DM: Ok, next day - here's what's going on..." In the case where there are no consequences to resting, then I don't see what the negative consequences are to the narrative. [/QUOTE]
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