So far, vast majority of RPGs using rest mechanic don't have structure to properly utilize it. I thought, Pillars1 supplies were a decent way of pacing how often devs wanted you to rest and worked well for me, but in the end one could easily overuse that system by a little bit legwork (or playing below hard difficulty). Pathfinders timed nature encourages pushing forward as much as you can, but personally, I didn't much enjoy it. Perhaps Dark Souls style bonfires could work? But respawning enemies? Infinite XP gain? Nah.

As to it's use in storytelling - right now it looks super weird, as camp seems to use one location no matter where we are resting. I trust Larian will put some more work into it, and make it fit into various locals we will be visiting in our journeys. I still don't understand the concept of the followers.

The gist I get is that they kinda want a "keep" kind-of a place, without having a keep or a boat. I am not sold on it just yet.