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<blockquote data-quote="pemerton" data-source="post: 3775087" data-attributes="member: 42582"><p>Here are three examples - not the only ones that could be given, but ones that illustrate 3 different alternative thresholds of significance:</p><p></p><p>*If the threshold of significance is <em>tactical excitement</em>, to be generated by encounters that generate the threat but not (if well-played) the reality of long-term resource depletion, per-day gets in the way - because it puts a limit on the number of such encounters that can occur without rest being required.</p><p></p><p>*If the threshold of significance is <em>enjoyable plot development</em>, and the plot involves first beating the leader in a dramatic battle, then cleaning up the minions as part of the denoument and "victory parade" process, per-day gets in the way - because after the big fight there are not sufficient resources available for the wind-down fights.</p><p></p><p>*If the threshold of significance is <em>thematic exploration</em>, per-day can get in the way because it imposes a non-thematically generated constraint on the sequencing of encounters and the relation to the passage of gametime - suppose, for example, after a sequence of battles thematic coherence or resolution requires a further encounter to take place (for examle, a PC finally catches a glimpse of her father's killer, and want to pursue the murderer down the corridor), per-day can make this effectively impossible.</p><p></p><p>All of these examples might illustrate a more general point (I'm not 100% sure of this, but I think it's there): per-day is an obstacle to the dynamic evolution of the sequence of encounters over the course of play, if that dynamic evolution is to be guided by non-resource-management considerations.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3775087, member: 42582"] Here are three examples - not the only ones that could be given, but ones that illustrate 3 different alternative thresholds of significance: *If the threshold of significance is [i]tactical excitement[/i], to be generated by encounters that generate the threat but not (if well-played) the reality of long-term resource depletion, per-day gets in the way - because it puts a limit on the number of such encounters that can occur without rest being required. *If the threshold of significance is [i]enjoyable plot development[/i], and the plot involves first beating the leader in a dramatic battle, then cleaning up the minions as part of the denoument and "victory parade" process, per-day gets in the way - because after the big fight there are not sufficient resources available for the wind-down fights. *If the threshold of significance is [i]thematic exploration[/i], per-day can get in the way because it imposes a non-thematically generated constraint on the sequencing of encounters and the relation to the passage of gametime - suppose, for example, after a sequence of battles thematic coherence or resolution requires a further encounter to take place (for examle, a PC finally catches a glimpse of her father's killer, and want to pursue the murderer down the corridor), per-day can make this effectively impossible. All of these examples might illustrate a more general point (I'm not 100% sure of this, but I think it's there): per-day is an obstacle to the dynamic evolution of the sequence of encounters over the course of play, if that dynamic evolution is to be guided by non-resource-management considerations. [/QUOTE]
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