Even if you look at a high level example, say 10th level. One casting of Create Water makes 20 gallons.. Thats a single bath. Maybe a few showers if rationed right and a proper apparatus. Stinky parties can be detected by scent MUCH easier. How long do you think it will take for the party to suddenly dedicate time to bathing when they are being sniffed out by Big Bad Monster they can barely survive? You have to play this that not every monster they come across is killable. Always provide an escape route unless the party gets themselves into it. Increase the DC of Survival checks to find sustenance. The one MAJOR downside to all this, is suddenly DnD becomes accounting 101, as you have to micromanage your gear. No one finds fun in that. SO you have to find a way to balance that. One way would to change the format slightly. No longer would you have the group be a roving band of adventurers. The party would have a base of operations, a few NPC's ( GM run ) that manage the small groups resources, and you would just tell them "The bunker only has a week left of food, and water is running low, maybe 3 days worth left if rationed" The group can spend a day or two casting create water to help shore up the water reserves, but NONE of the conjured food ive found lasts long unless eaten immediately. Goodberry is the only exception, and its on a timer of 1 day/level. So say a 3rd level druid manages to spend 1 day casting nothing but goodberry for the bunker. That means he has 2 days to go search for another food source before they go bad. This would lead into short forays and skirmish style play. Tracking becomes paramount, and the undead/oozes/constructs are even WORSE, as they are inedible. The team has to go out, seize food from bandits/other refugees ( based on what you allow for party alignment ) and quickly return. Or quickly track down monsters that are a suitable food source ( hard to eat a red dragon, or any other fire immune monster since it cant be cooked ) Or you could have them running tower defense style for the communities meager crops. Scouting out potential threats, Deciding if its worth assaulting the group for its resources, or whether diplomatic means are better ( or possible at all! ) Now we get into technology aspect. Lets put the group near the ocean, so they have a reliable source of food and water. Water needs to be purified though, as salt water is undrinkable. So you either need a large volume of wood or coal, or other combustible materials. Have the party run guard duty on a lumber gathering expedition, or seeking out the nearby dwarves to either steal or negotiate for coal. Negotiation opens up other avenues. What do the dwarves need in order to provide significant material benefit to the ragtag group of survivors nearby? This sounds like QUEST material. All these are various ways to handle these matters without actually restricting the party in any way, nor requiring more accounting than what they need for that specific journey. (aka, we need 1 weeks worth of food/water to complete said task. Water isnt too big an issue usually, its FOOD that becomes a problem. You can eat certain monsters, but clearing the undead out means maybe even having to setup a forward base camp somewhere, somewhere to return to each nice surrounded by the safety of a palisade and some loyal friends/guards) Motivation then becomes a major challenge. WHY does the party keep doing this? Why do they support these chumps and leech NPC's? This is the one I dont have an easy answer for. Good aligned players likely do this because they feel they should. Neutral players need some sort of incentive. Why risk their neck constantly for everyone else? Even good players start to think this eventually. SO you have to come up with something other than monetary incentive ( as money is near worthless in this type of setting ) to give the party a reason to keep risking life and limb for others. This is going to be a MAJOR plot item, usually world spanning. Maybe someone in the fledgling town has a map they are desperately working to decipher, leading to a dragons horde ( who had stored his trove in various locations instead of one ). Maybe its a map to a series of vaults of technology and magic. Regardless of what it is, it has to be both big enough to be a defining and long lasting reason, yet small enough to parcel out in pieces to the players.