A glorious and inspiring post at:
https://harbingergames.blogspot.com/2020/04/if-your-torches-burn-for-only-one-hour.html
talked about how a DM can prepare a glorious AD&D campaign that will really engage any player who cares about logistics or military science.
Quote:
> So if you enforce encumbrance, food, time, distance, etc. rules the characters have to be prepared and the players have to plan. This is a perfect excuse to make them interact with the world you’re building and toss in tons of details they will get no other way.
> The players will need to find sources for food and equipment, like torches or oil. This makes everyone think - where does the oil or resin come from? Can I get more/a better price if I go to the source? Are there limits? What food is available? In what season? How much? Where? etc.
> In the end the increased demand opened up trade and diplomacy between Seaward and Banath for the first time in a generation, all because the party was feeding 25 people and 20 horses in a remote area for a year as well as stocking up a mountain hidey-hole for future expeditions.
>I'd also like to note that the party did fun stuff like replacing or repairing a number of strategic doors and putting locks on them; hiding huge stashes of food, water, torches, lamp oil, candles, rope, spikes, etc. in several places; and conducting regular patrols in the upper levels. they effectively added treasure and random encounters to my dungeon.
> The party also hired factors (merchants that buy and sell for you) in 5 towns and cities, bought an inn within Esber as a base and storehouse; met with the local Baron and Bishop to smooth things over with them, and; gave generously to the poor affected by the lack of food.
> They also then had to use the mule train to get the loot from the Briars and the Mountain down to Esber, then sell everything off (takingPost too long. Click here to view the full text.