Remember a few sessions ago how I talked about ways to limit rest and recovery? Here’s two of them: interrupting the party’s rest and giving them a time limit. Actually, both of these were suggested in the module so I can’t claim credit for them, but it’s good to see that Paizo’s writers are helping the GM with some of the more common issues that come up during a game. One of the nice things about RPGs having been around for decades is that module writers are familiar with potential problems and address them in the adventure design, rather than the GM having to come up with desperate solutions on the spot. It’s one of the reasons I’m not enthused about the Old School Renaissance I hear about from time to time: when you take off the nostalgia goggles you realize those games were terrible compared to the ones we play now. We enjoyed them, yes, but only because there wasn’t yet anything better. Just the fact that you were playing characters in a story was amazing; who cared that the creatures in the dungeon had no apparent food source, and were too big to get out the exit? You could kill them and get XP! I think old school roleplaying is like a vintage car: take it out for a spin now and then for nostalgia’s sake, but use your brand new 2016 model for your real driving.
Or 2010 model. Whatever.