When the players choose to take a short or extended rest, it’s to regain something — generally lost hit points, sometimes it’s daily resources.

It occurred to me that it was a strange thing then, for players to “spend time” to perform a ritual or advance their character level — or perform some other kind of lengthy activity — when the tasks are more active and less reactive in nature.

“Adventuring” tends to be the most proactive thing players can manage.

That’s actually where the idea of spending GP to do these other tasks comes into play. If you want to travel, it’s going to cost you some GP. If you want to level up, it’s going to cost you some GP — this last statement is just a reworking of the basic GP-in to XP-out formula I’ve been working from the last couple months(?).

Spend time to regain hit points and powers.
Or spend time AND money to advance level, travel, use magic, etc.

That’s where the Subplot and “Split the Party” systems will come in handy. Whenever you have a majority of players that want to do one thing, and a minority that refuses to capitulate because they want to do something they see as time-sensitive — you bust out STP and Escalation rules.

I’m going to have to chew on these ideas for a while.

I actually have some ideas for ruling travel costs and movement limitations. It’s kind of weird, kind of cool — generally you can travel farther, faster if you’re willing to spend money: hiring mounts, overland flight, or teleportation.

Then there’s movement within a hex versus traveling from hex to hex — uh, yeah I’m borrowing some hexcrawl ideas for the movement stuff. Hexcrawl movement seems abstract and easy enough for players to accept without argument.

Ugh. Escalation, escalation, escalation.

Taking a break from thinking now.