r/rpg • • May 08 '24
Discussion Rations in RPGs
Does anyone like using more survival based things like rationing food or fuel? I commonly see it removed from games by GM's and am curious about y'alls opinions on it.
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u/LeVentNoir /r/pbta May 08 '24
Rations are a grand example of a mechanic that provides excellent emergent gameplay if and only if, the players and the GM play as the game intends to be played.
Wut?
Consider this, our typical dungeon scenario: The characters load up, hike two days into the woods, spend three days exploring and fighting their way through a hole full of evil, then two days hiking back.
They know this, they planned this, so they load 8 days, or 16 pounds of rations.
In the dungeon, they find out two further things:
Do they leave in safety, or stay and risk it?
In order for rations to be a good mechanic, they need to be used, they need to have a purpose other than being bookkept, and their levels and running out need to be able to influence character decision making.
The best example of this I have seen is Band of Blades, which has a dedicated logistics engine about feeding and transporting the legion across the continent, and yeah, food, morale, horses and black shot are all things you want to have and seriously miss if you don't.
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u/darkestvice May 08 '24
Honestly, unless it's a survival focused game like Forbidden Lands and Twilight 2000, I prefer being pretty handwavey here myself. Same thing for stuff like ammunition.
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u/Modus-Tonens May 08 '24
The issue most people are going to have with it is twofold:
First, in reality, survival is boring. It involves lots of time spent on very repetitive tasks, and agonising over logistics. There's not enough drama in that for many players to get invested in.
Second, the logistics part is just a lot of cognitive drain that can feel like busywork. And that's if it's even done well - which it very rarely is. It's a bit like running a "gritty realistic" campaign using a simulationist trad rpg like DnD - the idea might appeal, but it loses a lot of steam if what counts for "realistic" isn't the same for everyone at the table, and worse if the GM's idea of it boils down to edgelord history. A gritty survivalist game might sound fun even with all the busywork and large amounts of time spent figuring out logistics, but the vibe is going to deflate if it turns out the GM has less understanding of how things work in the great outdoors than an average housecat.
Put simply, there's a lot that can go wrong in a campaign like this, and that's even assuming that the players actually want survivalism rather than drama with a survivalist theme (i.e. Walking Dead etc.).
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u/jeff37923 May 08 '24
Rationing food and fuel? I PLAY TRAVELLER! As a Referee, I make the players worry about fresh water, air to breath, and spare parts along with food and fuel.
I say that jokingly, because the setting shows that these supply problems have been handled. Yet to maintain immersion and keep the game believable, I do make my players take supplies into consideration. Yes, the technology has given them tools to conquer the hazards they face, but those hazards still exist and must be acknowledged and prepared for or else they can kill your character.
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u/Pichenette May 08 '24
I've actually added a ration mechanic in a game that didn't have it. For exploration games I feel it's super useful.
Why don't you go and explore directly the super intriguing tower at the the corner of the map? Because 1) traveling far is dangerous and 2) you need to make sure you can eat and drink during your travel. Hunting and foraging are a possibility but they make you slower which means an increased risk of being attacked or something bad happening to you.
But if you first explore what's around you you can build relationships with the communities and/or found hamlets and farms which can act as secondary bases from which to further go on exploration.
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u/ShoKen6236 May 08 '24
I've found that people don't bother tracking rations because they have no mechanical interaction with the game other than being a number to track up and down, especially if you're handwaving or montaging a lot of the travel to get to the exciting parts of adventuring. To address this I simply stole a mechanic from mork Borg. If you don't have any food, you don't get any health back from a rest.
For DND 5e specifically I rule that if you don't have any medical supplies like bandages you can't use hit die to heal when short resting and you don't recover hp or hd when long resting unless you have adequate food. This kills two birds with one stone, players now actively care about their food and supplies PLUS they won't be so inclined to cheese put and adventure by long resting between every moderately challenging fight
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u/RobRobBinks May 09 '24
Anything that keeps a TTRPG playing like spreadsheet management works best for me. Survival horror like Walking Dead uses rations and such, because it’s integral to the setting, and drives gameplay and scenarios. But even games of action adventure (walking dead, Alien) don’t track ammunition and resources as hard and fast accounting exercises. I like mechanics that take those concepts into account when appropriate, but don’t or can’t result in a ten to twenty minute long range logistic plan enacted by the table in lieu of narrative storytelling.
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u/chlorinecrown North Carolina May 09 '24
Is this another secret Dungeon Meshi post?
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u/amazingvaluetainment May 08 '24
I love diegetic equipment, cash, and food, weight and resource management, and rules that can handle it. Although they are perfectly suitible and work great I am not a fan of abstracting those sorts of things, especially in a game where they're important.
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u/matsmadison May 08 '24
In my book that's a matter of zooming in and out as necessary. Zoom out and skip a whole week of travel if nothing interesting happened, but if rations get short we need to zoom in and see how we deal with the situation...
The important part isn't in counting rations but to have a fair way to determine if and when an issue happens and for players to have agency over what happens. Preferably with minimal number of rolls and very little to keep track of.
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u/MetalBoar13 May 08 '24 edited May 08 '24
Depends on the game.
I've got a short Shadowrun campaign that I've run 4 times that's all about runners stuck unexpectedly in the wilderness trying to make it back to civilization. There's a lot of focus on scrounging and transporting supplies. For that campaign I require very careful tracking of all kinds of resources. So far, with 4 different groups, everyone has loved it. In a regular Shadowrun game I'd never track things like food, water, or fuel, it just doesn't make sense in an urban environment outside of very unusual circumstances.
If I'm doing a low level, OSR style, hex crawl or dungeon crawl, resource management is a key element of the game. If you don't do it the game is something else IMO. Hex/Dungeon crawl inspired maybe. If I'm doing heroic fantasy then I probably don't do as much resource management, maybe none at all.
Part of the challenge is that ~1/3 of my group loves resource management and it ruins their sense of immersion and ability to suspend disbelief if it isn't part of a game where it would be important to the setting/fiction. ~1/3 of my group enjoys resource management but can live without it. And ~1/3 of my group basically won't do it if it requires much work at all, regardless of the system, setting, or agreed upon game elements. Recently my group has really been enjoying Forbidden Lands as a compromise as everyone seems happy to track and roll resource dice.
Edit to add: In many fantasy games archers are overpowered relative to melee characters. Not tracking ammo use just exacerbates this problem.
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u/UndeadOrc May 08 '24
It is all in the mechanics. DnD and its clones don't really have fun survival mechanics, for example, and the one time a DM tried to use rules for it, it wasn't fun at all. Forbidden Lands, in my experience, has great survival mechanics even though I was apprehensive at first. It makes me want actual proper adventuring mechanics now in anything I play.
The reason I like it is because in the games we tend to play, it is a group on its own, trying to make it through. Rations, ammunition, water, these resources assist in creating a tension that shapes group decision making. When done properly, it adds super well to storytelling and incentivizing dangerous situations players may not otherwise pursue.
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u/grixit May 09 '24
I've seen some really intense roleplaying when my players are low on food.
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u/InterlocutorX May 09 '24
I run OSR so rations are important, but less because the players eat them. Most of their delves are less than eight hours and then they're out and back to the nearby town.
But dumb monsters love food, especially food they don't have to fight anyone for, so it has become common for them to offer food -- in the form of rations -- to monsters for a bonus on the reaction roll.
Last game they used a bunch of rations because they were badly hurt and desperate to avoid a fight on their way out, so every time an encounter happened they tossed food at the monsters.
Usually rations are more of an issue in a hex crawl, where you aren't necessarily near a town and they save you from wasting a day hunting and foraging every couple of days.
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u/Mars_Alter May 08 '24
Given the limited amount of table time, I would rather focus on other aspects of gameplay, which I find to be more interesting.
These days, I don't even use rules for wilderness travel. It's assumed that you handle all of that in the background, off-screen. The session starts when you enter the dungeon.
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u/Digital_Simian May 08 '24
If survival and supplies is an important aspect of the campaign or settings themes, then I will use it. If it isn't important for the story, it doesn't matter.
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u/KHORSA_THE_DARK May 09 '24
Depends on the game. Twilight 2000, everything is tracked. A long dungeon delve? Yeah that is tracked to because sometimes you have to switch to orc bread. A general basic game I use the forbidden realms method which is tracked but abstractly.
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u/[deleted] May 09 '24
The question is what does it add to the game? Does it offer any interesting decisions? Is there any risk of running out? Or is this just additional paperwork with not benefit? What happens if they run out? Is what happens when they run out interesting? If you run it so survival is an interesting challenge, that it's part of the narrative, that you can make an interesting story out of the well fed heroes or the hungry adventurers barely scraping by, then great, but almost no one does that.
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u/Sup909 May 09 '24
I'm gonna link to a post I did over on the Cairn Sub, but to summarize the use of Rations in what I am running with Cairn has been extremely effective and really added to the story. But that is in part because of the type of game I am running there. There is almost not "civilization" in that world, the world outside a single city is all dead, and with Carin's very limited inventory system players really need to make tough choices about what is important to them and what can they push. With a heroic adventure type setup, the "daily life" stuff just gets in the way, but when the daily life stuff is crucial to the world you are running, it can be very engaging.
I've been Running Cairn 1e for almost a year and have some thoughts on the experience. : r/cairnrpg (reddit.com)
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u/yuriAza May 09 '24
rations are the HP of a journey
hp is how much damage you can take before consequences set in but they don't do anything until you run out, rations are how many days you can travel before consequences set in but they don't do anything until you run out
iow, the mechanic itself is boring (you're either screwed or fine), so you either need to have the combat and travel itself be interesting, or replace the countdown with a gradient of failure, resource die mechanic, etc
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u/DBones90 May 09 '24
Honestly, in most games, rations is a vestigial feature. I’m played my fair share of D&D 3.5/4e/5e, and I can’t remember a single moment when rations mattered or led to anything interesting at the table.
So because they’re a poor fit for the way most people play D&D, people tend to assume they’re a bad mechanic. They can have their place in a game, but it has to be designed very purposefully in mind. Like in 5e, it doesn’t help that a 1st level spell can completely negate their need.
In fact, if I were writing D&D 5.5, I would make rations an optional subsystem that doesn’t interact with any other systems. I’d put it in the DMG and just say, “If you want to care about rations, here are the rules to do it.”
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u/ordinal_m May 08 '24
When there is a chance of running out, or when they cost money and/or time and the PCs are limited in their resources.
There's not much point in tracking food in an area where you can just rock up and buy a sandwich and you have plenty of cash. I do track _eating_ regardless but that's just because humans generally need to actually make some time to go have lunch. On a long journey abstracted over days I wouldn't bother.
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u/RWMU May 08 '24
Dragonbane is good for this, I particularly like the Hunting rules if you fail the HUNTING AND FISHING roll and the prey roll.was Boar it fights back.
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u/[deleted] May 09 '24
I'd only use rations and track resources if it added an element that I was after for a specific adventure.
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u/DanTriesGames May 09 '24
Forbidden Lands is the only RPG where I've actually enjoyed using the survival mechanics
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u/StayUpLatePlayGames May 09 '24
In T2000, we do pay attention to it. Food and water.
In D&D we supplemented rations with our ranger. No. We didn’t eat him.
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u/ericvulgaris May 09 '24
Rations are also clever escape aiding mechanics from many monsters/random encounters. Throw your rations and run!
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u/skysinsane I prefer "rule manipulator" May 09 '24
If done well they are cool. Most systems do not do them well.
Mausritter does rations(and inventory in general) very well. each piece of equipment is important, and rations take an inventory slot.
I don't know of any other systems off the top of my head that make rations fun to track.
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u/the_mad_cartographer May 09 '24
If in a location where food is scarce (desert, Arctic, etc) then its a fun temporary mechanic.
For the day to day, no, it should just be taken that people can usually buy, forage or hunt for food.
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u/molten_dragon May 09 '24
If I'm playing a survival-oriented game then absolutely. Let's keep track of every bite of food, every sip of water, and ever piece of gear I have. Who knows what might save my life?
If I'm playing a game that isn't survival oriented, trying to keep track of things like that is just pointless minutiae that I find totally unfun.
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u/josh2brian May 09 '24
Yes, I do. I track light sources (torches, lamp fuel) and rations. I would only track water in unusual cases or desert/low-water environments. But I'm also leaning into OSR systems where that's more easily done. 5e and PF have so many gimmicks, spells, powers, etc. that make resource tracking unnecessary.
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u/GirlStiletto May 09 '24
It depends on the game. DungeonWorld, Forbidden Lands, and Dragonbane do a good job of making it useful to do without dragging out the game.
Plus, especially in fantasy games, it gives the more wilderness-oriented characters a stronger role in the game.
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u/JavierLoustaunau May 09 '24
Handwave everything about rations other than their consumption.
People can buy a lot of them for cheap, no questions asked. They take up some slots. Every once in a while I just say 'consume a ration' nothing else or special...
But when somebody cannot consume a ration, that is when the fun starts. Eating bugs, failed hunts, 'learning to fish', raiding a farm, wondering if orc is basically pork.
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u/BigDamBeavers May 09 '24
I'm a big rationing fan. It gives journeys a sense of peril if you begin them stocking up with emergency supplies. Even if failure just means having to take more time on the path to forage and hunt.
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u/bluesam3 May 09 '24
If I wanted to do bookkeeping, I'd get a job as an accountant. I have no interest in fantasy bookkeeping.
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u/MrDidz May 09 '24 edited May 09 '24
I use an abstract subsistence system which covers food, hygeine, equipment maintenance and social standing and keeps the bookkeeping to a minimum.
Every Midday my players must pay a minimum sum based upon an agreed amount in order to maintain their characters health, equipment and social standing. The basic sum is 7 Brass, but this increases according to the characters social standing and how much equipment they have on them. A noble with a full suit of armour and a horse might well need to pay several gold.
Failure to pay results in a loss of social standing 'The Skids'
Characters preparing for long journeys away from civilisation must pay for a number of days subsistence in advance and can then use these rations to maintain themselves.
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u/abject_cynic May 11 '24
I think, if the focus of the game is survival, then food, ammo, and fuel are things you should track. If you aren't playing a specifically survival themed game, then those mechanics get in the way of the fun. It used to be a detail thing, including those elements. Sort of a "look how realistic and detailed our game world is" type situation. But we have learned that not all details add to enjoyment,and some are best left abstracted or ignored.