

Ayy you got the reference!
I started because I wanted to grow Thai holy basil which I was struggling to find in stores, extended to different varieties of kind of pricey hot peppers, then a few flowers to keep it looking nice. I’ve had a few bad seasons over the years that made me almost quit but at this point it would feel weird to not have a garden to take care of.
The maintenance can occasionally be a pain but it’s sometimes nice to have a good reason to get up early. It only becomes too much work if I get greedy and take on too many plants at once. I try to keep it to a small and manageable amount, and choose plants that don’t require a lot of care.







I actually can’t tell if the whole “this is urgent you need to hurry” in an open world game is a new trend or not but I see it everywhere too.
Earliest I can think of is Skyrim. Everything was a big emergency. Finish one quest and the character dialogue was like “Another dragon attack! You need to get to this next quest right away! Hurry!”. But it’s supposed to be game designed for screwing around. I can’t help but feel it’s influenced this trend.
Playing Oblivion re-mastered I’m realizing Oblivion wasn’t this way. The stakes were high but much more of the dialogue was like “Ready yourself, take the time you need, and we’ll talk next steps”. There’s important stuff to handle but exploring dungeons was treated as you getting prepared to handle the big bad.
Impending dragon attacks in Skyrim, missing son in Fallout 4, turning into a mindflayer in Bg3. These feel urgent, not conducive to exploration and meeting everyone and crafting potions and shopping for deals on weapons.
All that being said I had the same problem in Bg3. Didn’t long rest enough in the beginning because of it.