+ Waiting and Sleeping
- Character must sleep for at least a few hours every 36 hours
- No waiting unless in a tavern/house or other logically appropriate place (I find myself just waiting on a shop's doorstep of a shop if it's off-hours of the day, which doesn't really make sense)
> The Goal: Attempt to keep a sense of daily cycles and time of day
+ Fast Travel
- normal fast travel (between discovered points) can only be done to the nearest settlement with an tavern and rest must be taken at appropriate times
- fast travel to undiscovered points (i.e. "Silt Rider" or w/e) counts as rest; if it's instant mage transportation, no time is lost anyway (if anyone knows how this fast travel is handled, let me know!)
> The Goal: Again, keep a sense of daily cycles, since riding a horse is tiring
+ Dying and Reloading
- No reloading to change an outcome except on death OR some horrible misunderstanding of the game mechanics
- Death must be avoided -
Option 1) A gold penalty (10% of total gold?) and forced fast travel to home town, which would simulate paying someone to resurrect my character or heal him after being very badly hurt.
Option 2) Saving the game is only allowed when sleeping in a bed. Death results in starting the entire "day" over. In RP terms, the day ending in death was a bad dream. (credit to Morchai for this idea, which I like alot)
> The Goal: Decisions and death have added consequences and permanence