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-1

In general, I have never seen the item-crafting minigame take table time. It's either "I scribe these scrolls," or it happens during downtime. Similarly, leveling up, or writing character backstory, or painting a beautiful watercolor of a fortress the party captured are all game-related, but not usually done at the table. Finnicky resource ...


0

If they enjoy it, why not make the resource gathering the adventure? If the players have taken note of the wealth of resources in the world, it is likely others have too. Bandit camps grow around deposits, abandoned mines get haunted, highwaymen are on the lookout for those coming from such places. A sudden shortage of resources in these locations could be ...


1

Can't they buy this stuff? It sounds like some of your players actually like the process of finding materials and crafting items, but some of them just put up with crafting in order to get the stuff. For the latter players, you just need to provide them with other ways to get the stuff that isn't crafting - typically, from merchants or shops. You can tilt ...


3

About the Barbarian and Sorcerer, it seems like an easily explainable "spotlight" problem: everyone gets roughly equal real-world time, and players should understand that. If the crafters get 20 minutes of solo time, then so do the non-crafters. Maybe the guards ask them for help, or if they want to do the adventure, let them start the less ...


2

It seems that there is no mechanical downside for them to farm the various resources. But just because they found a bit of ore on a mountain, does not mean that ore re-spawns every 10 days to be collected. Some ore bodies are extremely limited with high quality ore, and after picking that up, it requires full mining and smelting to be useful. Also, mining ...


5

Structure Downtime Provide a explicit "downtime" and "adventuring time" periods to your game. During "adventuring time", table and world time devoted to harvesting resources should be kept to a minimum. Get buy-in from your players on this. The point is to not get bogged down in detail during adventuring time. Whenever that ...


4

Trips to other places Remove the players from their known surroundings for a while. By having them go on a somewhat time sensitive mission to an unmapped territory, they will temporarily lose access to their favourite gathering spots and won't be able to look for new ones while simultaneously doing their quest. Or if the location is suitably remote and thus ...


23

If the players are enjoying this it may not be an issue, but some advice. The key part to every game is to have fun. It seems, or sounds like, your players are having fun but that you are not. Perhaps one of the possible solutions to this issue is for you to somehow, work your own interests and things you enjoy doing as a DM into what the players are doing? ...


21

1. Apply time pressure One way to handle this is to give them quests that explicitly have timelines. If they go resource harvesting, they lose the quest. This is similar to what you described with the demon attack but somewhat different. At least as I understand your description, you used a living world and the players suffered consequences for not being ...


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