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Bleys Corvidae's avatar

I think upkeep is sort of the natural ebb and flow of events. Sort of baked into life in general right? Even day to day events have rising action, resolution, then falling action. Maintenance and upkeep sort of go hand in hand.

I'm not sure you could eliminate upkeep entirely from a game. Even if it is a simple, you can accomplish X things today, today still ends, the character sleeps. Does the character push on through today into tomorrow? How long can they push it? When do they crash and force even that brief stage of upkeep. Sleep refreshes X number of tasks they can perform. Would the scavenging for resources to power something count as a folded upkeep/exploration loop?

I guess the question more turns to is the upkeep a needed step? What does it add to the game? Is it just a numbers thing? Can it be jazzed up? Does it need to be? Can it be simplified? If it's taken out of the loop, how does that alter the flow and feeling? Is it noticeable? What differentiates Upkeep from Maintenance? Is there one in this case?

I don't know if I'm being pedantic or not, but it's things that I think about and chew on when I'm working on things. My brain likes crunchy, but not overly complicated systems. Like peanut butter. Added layers of texture does wonders for an otherwise boring thing.

Sorry, DM brain really took a hold of this and ran for the trees. It's made me sit back and look at how I run my campaigns and hold them up to the light and really think about it.

Elisa Parent's avatar

What are some examples of upkeep in ttrpgs, like is it in DND 5e after a long rest where spell slots and HP are refilled and new spells are chosen?

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