There are multiple spells in D&D that help players get a long rest in anywhere they are. Most are higher level spells, but the first one is Tiny Hut at level 3. The camp scenario in this game really aligns with zero of those spells and it also pretty much ensures they will never be needed. I really would like them to hash out what the heck is going on when we go to camp though, how are we teleporting all over the place? seems kinda important to clarify that, even if its a throwaway line of dialogue Gale says "oh, I have a spell that can take us directly to a safe place to camp"
Someone had the suggestion of giving the player an item which mimics one of those spells, or provides access to a "pocket camp dimension".
It would make far more sense if they at least rationalized to the player what was going on. Teleport, pocket dimension, demiplane... whatever this place is, please just explain it. It dam sure feels nothing like what they are calling it. Im in the middle of Underdark, theres hooked horrors within a visible distance. I just press a button and am spirited away to a completely different place on the surface. Where I sleep for 8 hours then teleport back to the trecherous domain of hooked horrors... I figured that the first time you are even potentially thinking about taking a long rest it is right around the time you get Gale. They could just have Gale carrying some kind of artefact that takes you to the pocket dimension