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15:29
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A: How to manage rest with changing GMs and players

TommiThe actual problem in the question is that since there are only a couple of encounters per rest, mages can use all their tricks without conserving resources, and hence overshadow other characters. Making long rests more costly is one way of treating this problem. There are others. Long rests ha...

I think the issue you're missing is that between adventures for WM is the end of the session. I don't believe your solution resolves that.
@NautArch I am well aware that resting happens once per session/adventure; I edited to make this explicit. I do not know how my answer is not compatible with that.
If the primary issue is being rested after returning back to their homebase, and that's a factor of WM play, then I'm not sure what your answer is recommending. Have you actually played 5e in a WM style?
I have run an extended sandbox campaign (including with D&D 5) and lots of one-shots with various D&D-type rules, so I feel my experience is close enough.
The main issue in the question is that mages go nova. The question supposes messing with rests solves this problem. I offer solutions to the problem. Some of the solutions involve resting rules.
Again, my point is that if you haven't run a WM campaign in 5e (or seen it run to comment), answers seem more like idea generation and guessing - especially when the rest rule is part of WM style games.
15:29
Given that my sandbox game involves lots of travelling through hostile territory, shifting character base (and to lesser extent player base), and a game mastering ethos very like WM, I fail to see how it does not apply.
@Tommi Does your sandbox game require rests at the end of the session? That seems to be an aspect of WM.
and the problem that OP is having.
I use the mentioned house where characters rest once they are back at civilization. This is not always at the end of a session (we can have longer expeditions), but it often is.
Right, and WM assumes that each session ends with a rest.
Yes, I am aware.
So that your proposal is to change WM?
15:32
No, my proposals are written down in the answer. Risk of random encounters, encounter locations that react to player characters being absent, making gameplay and especially combats faster, and giving players the responsibility for keeping the game advancing at good pace.
I just don't see how you're answer isn't "WM doesn't work with 5e, you need to make changes. But I haven't actually tried to play WM style in 5e and therefore can support this statement".
I know i'm sounding harsh, but that's how I'm reading it.
Can you tell me where I am suggesting making any changes to WM approach?
About rests.
But let's step back. Have you actually played a WM campaign in 5e?
I am not suggesting to change anything about rests. I added a sentence to make this explicit.
I am running a game with very similar dynamics and philosophy to WM.
WM is just an old school wilderness adventure with shifting player base and (in the original) different rule set.
Very similar is not the same. I'm sorry. And your paragraph about how resting works and your recommendation to use your houesrule suggests that you are recommending changing how resting works for 5e/WM.
15:38
Not some kind of exotic brand one has to exactly match to have insight into it.
I disagree, and it does not seem like we will agree. Which is fine, and I can disengage.
I am not recommending to use my house rule.
Then why is it in the answer? I'm sorry, but unless you've actually played WM with 5e, I don't think you've got a supported answer.
For context. I removed it as misleading.
I figured a good answer would include (1) my understanding of the problem, (2) why my experience is relevant, (3) what solutions I have based on the experience. It seems that I did not signpost (2) explicitly enough, or that including it was a mistake.
That's not a bad aset of assumptions, but for something like this, direct experience (either seen or done) with 5e and WM is kind of a must-have.
The equivalence of your 'close, but not exact' just isn't equivalent.
15:49
I disagree with that, obviously.
Or at least that is not close enough to be useful.
okay, then I should probably disengage.
Fair enough.

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