I’ve been running a D&D Campaign. As sessions went on it became clear that the meticulous tracking of arrows and rations was just becoming a nuisance, taking away from enjoying the narrative. There comes a point that you just have to look at what’s important.
We all agreed that a player is assumed to have enough arrows for any play session. He gathers and repairs them after combat, the players don’t have to tell me that each time. They don’t have infinite arrows, we just decided that it’s not going to be a thing because frankly it’s a non-issue and doesn’t add to the game.
Now there is a point coming up where I’ll be having the characters in the wild trying to survive. I’ve already said that in that play regime we’ll be tracking food, water, and arrows very carefully as each thing matters.
I do think that being out in deep space should have more survival and risk gameplay. Limited supplies is one way to ramp pressure. Resource management should come into this also. That’s the challenge, there are times when probes shouldn’t matter, they are a dime a dozen and it should be assumed that while not infinite (bad choice of words FD) a CMDRs ship has enough to make counting them irrelevant.
When should probe count be important? What makes it important? I don’t think running out would put your ship at risk, so that reason is out. They aren’t really needed for survival, unless survival is tied to mapping a planet. Where’s the line of sight there? Basically if tracking them is important to gameplay, we should track them, but I don’t think they are made for that. They are just for finding things on a planet. Without them you don’t find the things. That’s not fun, but that could be the incentive for carefull tracking. Fun meter.