I agree, supplies are not an issue. And, they aren't the issue in the problem outlined above either.
The issue is that the story telling of the game very heavily pushes a sense of time-urgency and compels players to complete as much as they can in as short a time as possible, while at the same time punishing them for not long resting enough by locking them out of certain narrative events that can only occur if they had long rested more frequently and been less efficient in their management of the passage of in-game time.
The result is a reverse-reward mechanism in which progressing through the game as efficiently as possible yields a less complete narrative experience.
Allowing multiple narrative events to occur each night (instead of limiting it to only one event per night) would eliminate this problem, and allow all players to experience a greater number of narrative events throughout the game, regardless of how efficient they are in their use of resources or the passage of in-game time.
Last edited by twing1; 09/07/24 07:08 PM.