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<blockquote data-quote="Geron Raveneye" data-source="post: 3756575" data-attributes="member: 2268"><p>The simple problem I have with all this "resource management problem" posts right now is that I never ran adventures that were based around the simple entering and plundering of a dungeon outside of any other story element. The heroes are always under some time pressure, and can't simply go back to rest after every major encounter.</p><p></p><p>Best example I have comes from an L5R game, where a group of magistrates had to travel into the Shadowlands to return the Hare Clan sword. They simply didn't WANT to spend even more time in there, because the mere presence could already taint them if they were careless. They also wanted to get the sword and get back to the Clan castle because they knew there was a big Scorpion army on its way to raze the clan holdings, and they wanted to be beack before all they could return to were smoking ruins.</p><p></p><p>No group of people in their right mind that are on their way somewhere would rest after only one encounter if they could still make 8 hours of travel, either. And if you need to get somewhere within a few days, wasting 8 more hours because the wizard feels naked without 75% of his spells is not an option.</p><p></p><p>Hong said the most precious resource in many scenarios is time...which is a factor in most of the more "cinematic" stories, too. Classic dungeon crawling is a planned exploration of an underground area, with the equipment, companions and organization that comes with that. Heroic adventures are tension-filled and, in many parts, fast-paced affairs where the heroes simply can't sit down and rest again after the first fight, but have to press on to keep the evil cleric from sacrificing the princess to his dark god before the eclipse...or something like that.</p><p></p><p>It's where the character-playing aspect of D&D comes into play, in contrast to the stats-playing aspect that seems to be brought up more and more often when it comes to discussions about "per day" vs. "per encounter" abilities.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3756575, member: 2268"] The simple problem I have with all this "resource management problem" posts right now is that I never ran adventures that were based around the simple entering and plundering of a dungeon outside of any other story element. The heroes are always under some time pressure, and can't simply go back to rest after every major encounter. Best example I have comes from an L5R game, where a group of magistrates had to travel into the Shadowlands to return the Hare Clan sword. They simply didn't WANT to spend even more time in there, because the mere presence could already taint them if they were careless. They also wanted to get the sword and get back to the Clan castle because they knew there was a big Scorpion army on its way to raze the clan holdings, and they wanted to be beack before all they could return to were smoking ruins. No group of people in their right mind that are on their way somewhere would rest after only one encounter if they could still make 8 hours of travel, either. And if you need to get somewhere within a few days, wasting 8 more hours because the wizard feels naked without 75% of his spells is not an option. Hong said the most precious resource in many scenarios is time...which is a factor in most of the more "cinematic" stories, too. Classic dungeon crawling is a planned exploration of an underground area, with the equipment, companions and organization that comes with that. Heroic adventures are tension-filled and, in many parts, fast-paced affairs where the heroes simply can't sit down and rest again after the first fight, but have to press on to keep the evil cleric from sacrificing the princess to his dark god before the eclipse...or something like that. It's where the character-playing aspect of D&D comes into play, in contrast to the stats-playing aspect that seems to be brought up more and more often when it comes to discussions about "per day" vs. "per encounter" abilities. [/QUOTE]
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