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<blockquote data-quote="Celebrim" data-source="post: 3757476" data-attributes="member: 4937"><p>Good story, and good commentary. I would like to point out how your analogy breaks down though. In your average pen and paper RPG, sitting in the inn for an hour after a fight takes like 6 seconds. Very few DMs will take the step of forcing the players to RP through an hour of tedium at the inn, and if they do and the still have players afterwards then they must have extraordinarily good relationships with thier players.* </p><p></p><p>The point being that the cost WoW players experience for resting (namely waste of real life time, tedium) is not paid by players of pen and paper RPGs. The situation is more analogous to playing a free form single player computer game, with a 'camp/rest' button. Unless there is a 'proactive' element like the risk of being ambushed while resting built into the game, the player of such a game will generally learn to 'camp/rest' (and/or save the game!) after every encounter.</p><p></p><p>*(I did heard a story once about a DM in 1st edition whose players insisted on marching through a driving rainstorm, and rather than creating ad hoc rules for fatigue and hypothermia and trying to impose them on the game, he insisted that the players take the actual game out into the very real rain going on at the time. Apparantly, after a few minutes in the rain, the players agreed with the DM that thier characters would probably prefer to find shelter.)</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3757476, member: 4937"] Good story, and good commentary. I would like to point out how your analogy breaks down though. In your average pen and paper RPG, sitting in the inn for an hour after a fight takes like 6 seconds. Very few DMs will take the step of forcing the players to RP through an hour of tedium at the inn, and if they do and the still have players afterwards then they must have extraordinarily good relationships with thier players.* The point being that the cost WoW players experience for resting (namely waste of real life time, tedium) is not paid by players of pen and paper RPGs. The situation is more analogous to playing a free form single player computer game, with a 'camp/rest' button. Unless there is a 'proactive' element like the risk of being ambushed while resting built into the game, the player of such a game will generally learn to 'camp/rest' (and/or save the game!) after every encounter. *(I did heard a story once about a DM in 1st edition whose players insisted on marching through a driving rainstorm, and rather than creating ad hoc rules for fatigue and hypothermia and trying to impose them on the game, he insisted that the players take the actual game out into the very real rain going on at the time. Apparantly, after a few minutes in the rain, the players agreed with the DM that thier characters would probably prefer to find shelter.) [/QUOTE]
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