Fair enough, but at least you have to act in order to reach Erana's Peace or get to the Inn(s) before getting locked out/it closes for the night.
Darvin: In the case of QFG1 the valley was
very small and going from one place to another took negligible time. In the case of the inns, you just need to wait around for 6 hours or so for them to reopen, so unless you really do leave it to the last moment to address your starvation it's a non-issue.
This is exactly the problem; in other games, if the player makes a stupid mistake, like, say, wandering around without any food in case they needed to set up kip away from an inn, the game makes things inconvenient for them. Granted, the inconvenience might be viewed as negligible compared to the myriad of ways other Sierra games loved to screw over the player, but they could be annoying.
In Spielburg, you had to plan your movements with some degree of caution in order to ensure that you didn't have to wander from one end of the valley to the other to find Erana's Peace after dark; if you didn't, the game proceeded to ram a broomstick up the PC's bum and break the handle off by letting the gates of hell itself open and unleashing the most difficult monsters in the game to tear the hapless adventurer to pieces. Even after the player had gained enough experience for Cheetaurs and Mantrays to start attacking whenever possible, the Trolls only came out at night, and they were not to be screwed around with, as they were hard to hit and had more hit points than James Bond has had vodka martinis. Even if you were relying on Erana's Peace as a source for food and shelter, you were still well advised to carry rations for those times when you had to pick between sleeping in the stables and living and trying to travel through the forest on your last legs.
In Shapier and Mordaavia, the inn closed late at night, meaning that unless you were able to pick the lock (iirc), you were forced to wait around the square or grind one of your stats, alternatively trying to rest every now and then. Even once you got into the later that morning, you were still out for a meal that night, meaning that if you hadn't bought rations on the off chance that you got a little careless in allocating your time during the day, you would suffer (more so in Mordavia because the meals provided by the inn were available in the evening only, meaning that you had to buy your own breakfast). Same thing generally went for Silmaria, except for the part where the hero's metabolim seemed to have slowed down dramatically, resulting in him seemingly needing to eat once a day on average.
In Tarna, the player is never once intentionally punished for their lack of survival instinct when it came to the decision as to whether or not they should keep their larder well stocked in case of being suddenly required to make a trek to hell and back, let alone having to flee a region that, from the start, looks like it might turn into an active war zone if the king starts feeling insecure about the size of his manhood. Was it unfair that the game automatically shut you out of the city the moment you had managed to negotiate for a conference instead of after you walked into the Council chambers when you were good and ready? Oh hell yes, but no more so than sending the player into a part of the game where they were unable to buy food, like say, Raseir, without any real indication that this was the case; except in QFG 2, the game had mercy on you and gave you a supply of rations just in case you had been running on fumes, thereby preventing the game from becoming unwinnable without reducing the effects of wandering into the desert without food for the rest of the game by having a sentient Saurus burger appear every time you were hungry.