The logistics of life is not only uninteresting, it brings with it the reminder of day to day details we are already stressing out about and want to escape. It prevents us from fully investing our self into the movie, book, game, etc...
One thing about games is that we are there to be a hero. We want to be larger than life. Worrying about if we brought enough candles, paper for mapmaking, etc... is not part of that excitement.
Now, yes, epic moments are defined by the details. That last minute scramble to find just one more weapon once all the arrows have been shot out. The rotten luck when the last torch gutters out just before you turn the corner as you head toward that hideous sound. Those are the moments that build excitement. They build nervous tension that is thrilling and concerning at the same time.
But, too much of that is counterproductive. To be honest, the only time those details are even important to include in the activity of the game are when it's about to be important. Most of those instances are heavily dependent on timing. I mean, literally, keeping track of time. Usually the number one most forgotten or mishandled aspect of the game.
So how do I deal with the details during a game? First, I operate on the assumption that if it isn't specified in the adventure/story guide, it didn't happen. Then I add that if the Players don't specify an action or detail, it didn't happen.
Third, I allow for certain "general conditions". Such as, when Players say they are going to "make camp" at a certain point, that automatically assumes things like digging a latrine, setting up whatever sleeping utilities like tents, bed rolls, etc..., if they have them, are being done. I will tell them to check their "Camp status" to have them make sure they have what they have or not then move on.
It is incumbent upon Players to declare they have done something like collect firewood or set up an altar, etc.. or it didn't happen. No firewood means no campfire. Just an automatic given. I keep an erasable whiteboard with checklists for things like "campfire made". Then, I include these factors when I roll for random factors like attacks, spells cast, etc...
Of course, I explain all of these things at the onset of a new game. Basically, it's the equivalent of "If there's no pics, it didn't happen." If they don't declare it, it didn't happen. And like so many things, it can and will be used against you, so to speak.
Again, no one likes to think of details like going to the bathroom or brushing teeth or collecting firewood. in a game, so much time is spent verbalizing action. the saying is true, a 5 mile trek takes 5 minutes, a 5 minute battle takes 5 hours. Logistics details bog all that down and aren't interesting but can potentially be vital. I just simplify them by grouping them and assuming they did happen as a matter of course, or they didn't happen as they relate to the action.
So, made camp includes a lot of assumed details. Not declaring to go retrieve bolts or arrows after an action means there aren't any more left to fire beyond what was accounted for during the action. So if they fired 8 of 10 arrows but after the battle the Player doesn't declare retrieving them, then afterwards, they only have 2 arrows left.
Also, things like going to the bathroom, etc... happen during camp time as assumed. There's nothing of relevance to activity involved in that unless the adventure refers to it or something like a spell is cast that affects it and further action.
My DM whiteboard lists help keep me apprised of the current status of things and what I can ignore or focus on as I go on.
Heroes are made when the details come into play. Ran out of arrows and didn't retrieve them? You either die or you get creative. What will you do when the details come for you?
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