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Roleplaying Tips Weekly E-Zine Issue #192
Tips On Managing Mundane Equipment
Contents:
This Week's Tips Summarized
Tips On Managing Mundane Equipment
- Determine Mundane Equipment's Value Proposition In Your Games
- Fuzzy Management Method
- Create Equipment Packages
- Details Cost Time
- Have Players Create A Team Checklist
- Notify About Shopping Opportunities In Advance
- End Sessions With An Opportunity For Shopping
- Ask Players For Wish Lists
Readers' Tips Summarized
- Weaving Characters Into Campaigns & Stories
From: Moonhunter
- Tip On Tracking Hit Points Faster
From: Dave Robinson
- Dungeon Idea
From: Pahl
- Micro Managing Campaign Time
From: Dwayne al' Trawick
- Noble Adventure Ideas
From: Mr. Kitty in Louisville
Return to Contents
A Brief Word From Johnn
GM Mastery Yahoo! Group
A few subscribers have written in recently about info on the
Yahoo! group I sometimes draw tips from (with permission, of
course). It's a moderated group (thanks Neil Faulkner, Bill
Hein, and Joachim Schipper for being great moderators!) that
anyone can join. New members' messages are monitored and
need approval for the first little while to help reduce the
amount of spam the group gets.
Anyway, the group is a great place to get GM advice or to
ask questions about, or throw bricks at, the Tips ezine and
my GM Mastery book series.
To join, send an email to:
gmmastery-subscribe@yahoogroups.com
Or visit:
http://groups.yahoo.com/group/gmmastery/
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Return to
Contents
Tips On Managing Mundane Equipment
By Johnn Four
- Determine Mundane Equipment's Value Proposition In
Your Games
Having GM'd and played in nearly equal amounts this year, I
have to say I've developed a great dislike for equipment
management. :) Buying initial inventories and managing those
inventories is a royal pain and detracts from the game for
me.
As per last week's comment in my Brief Word, the true test
of any game design element is to ask what value it brings to
the game.
So, what value does equipment management bring to your game?
I'm not saying that equipment itself has no value. PCs need
to eat, drink, and arm and defend themselves. They must
carry rules-mandated items, such as ammunition and spell
components. Having equipment enables immersion and provides
a sense of realism. It can facilitate puzzle encounters,
enhance roleplaying, and provide GMs with a source for
rewards and PC resource depletion (i.e. burn off loot
inventories). So, equipment itself is a valuable game
element.
What I'm saying is that the game value of equipment
*management* is highly suspect to me.
- Remember all those characters whose starting inventories
included 10' poles that never got changed throughout the
entire life of the PC?
- Is it fun pouring through equipment lists, recording
detailed inventories, and calculating expenses to the copper
piece?
- Could game time spent ascertaining PC equipment
inventories during character creation be better invested?
Using scarcity to challenge the players is a good GM
technique. If the PCs run out of torches or food the game
has more drama. However, how often does this situation arise
in your games? And what is sacrificed for those moments?
It's just like player mapping. While it's realistic to have
players make their own maps during games, that process
usually involves one confused/frustrated player and four
bored players. :) I draw the maps for the PCs in my games,
and while I lose a small sense of realism and some
opportunities to get the PCs thoroughly lost, I get to claw
back session time for more valuable activities and the group
is involved throughout a session more often. It's a great
trade-off, in my opinion.
Time to turn this from a rant into a tip. Take a moment and
decide if you feel the current management style of mundane
equipment is a valuable activity for your group. If so,
great. If not, read on. There's no right or wrong answer
here, just an opportunity to tweak your games to suit your
group's style and needs.
Return to Contents
- Fuzzy Management Method
To date, this is my favourite solution for equipment
management. I only partially instituted it in my previous
campaign as a GM, but when I'm a player I always wish it
were in effect.
Players announce how much money they allocate to equipment
and deduct that from their wealth. Then, any time during the
game when a PC needs a mundane item, the player can have it.
They just keep a running total of how much money each new
item costs, and once they've used up their allocated portion
then they can't assign themselves any more equipment.
This keeps games flowing smoothly, greatly decreases the
time shopping trips take, dramatically decreases character
creation times, and keeps the equipment management beast
under control. In other words, this frees up more game time
for storytelling, roleplaying, action, and other fun
activities. It still creates scarcity, because once the
equipment funds have all been allocated, then the PCs are
out of luck until they go shopping (or crafting) again.
The trade-off is a bit of realism. Another trade-off might
be puzzle challenges. It's a puzzle in of itself for players
to anticipate what stuff they'll need and to obtain it. Ask
your players how much fun this activity is for them. Also,
ask yourself how many clues do you provide about what's
coming up. If you give out very few then the players'
decisions are going to be arbitrary anyway, the activity is
not going to be a challenging puzzle, and we're back to
square one--what value does equipment management bring to
your game?
Furthermore, some puzzles you have cooked up might be easily
circumvented with a good choice of on-the-fly equipment
selection. Perhaps you have the PCs enter a maze but then a
player says he has some chalk, notes that down, and
partially nullifies the challenge of the maze.
To this, I again ask you to evaluate the pros and cons of
time spent on detailed mundane equipment management versus
time freed up for other activities. It's your call because
this is a valid con of the tip.
- If the PCs often buy chalk, then the point is moot anyway.
- How often does this situation arise? If it's rare, then do
the efforts of equipment management justify any fun gained
from these rare cases?
- Can you use this as an opportunity to develop different or
better puzzles, or to challenge your players in different
ways?
I feel that the challenge of considering all the possible
equipment a character could have and figuring out how to
use it to solve a problem is a fun activity for players. The
fact that they didn't buy it during an initial "equipment
procurement stage" isn't enough of an issue to detract from
the overall fun and therefore I don't mind if the players
assign themselves equipment on-the-fly to get themselves out
of jams. Your opinion might differ though.
In addition, remember that we're just discussing mundane
equipment. Not specialty items. Feel free to communicate to
your players ahead of time any items that are not available
for purchase during adventures using this method.
Return to Contents
- Create Equipment Packages
This classic tip is another great time-saver. Prepare
equipment packages so PCs can buy many items in a single
transaction. During the game, players can refer to the
package list instead of having to record each item on their
character sheets.
Sample mundane equipment package ideas:
- Personal effects. Needle and thread, dishes and cutlery,
money pouch, comb, and any other personal items a person
would carry with them.
- Camping gear. Sets of clothes, tent, sleeping blankets,
and other equipment required for comfort, safety, and
survival in the wilds.
- Dungeon gear. 10' pole--just kidding!
- Class/professional gear.
- Social "gear". Clothing sets broken down into detailed
inventories and accessories.
Generous GMs can allow bartering on package prices if that's
important to the PCs.
In the past, I've found creating packages to be a bit of
work--time I'd rather have spent on NPC or encounter
creation. So, a good idea is to ask your players to whip up
various packages for you. They make good bonus EXP
assignments, favour requests, and boredom killers.
Keep in mind that packages aren't necessarily presented as
such by a single merchant. They represent a period of
shopping at a number of locations. Therefore, you might also
assign a time cost for each package and let PCs whittle that
down through skill use as well.
Packages are ideal for fast NPC creation too!
Return to Contents
- Details Cost Time
A rule of thumb is that more detail costs more game time. If
you want to factor in bartering, quality of goods,
availability of goods, and multiple sources, then equipment
management will take longer during character creation and
campaign play. Consider how much each of these factors
contribute to the entertainment value of your game. Be
ruthless and cut anything that detracts from the fun.
Return to Contents
- Have Players Create A Team Checklist
If you feel equipment selection prior to adventure is an
important element of game play, consider making it a team-
oriented activity. Encourage your players to create an
equipment checklist and challenge them to work as a team for
optimal equipment selection.
Typically, each player manages their equipment individually
without conference. Any synergy between equipment lists of
the PCs occurs purely by accident. There is no careful
checking to ensure various contingencies can be handled or
to eliminate redundancy.
Between sessions, or during administration portions of
sessions, have the players work together on their group's
equipment management.
Goals for a team checklist:
- Completeness. When items are discovered as forgotten, add
them to the checklist for next time. Maintaining an ongoing
checklist ensures a well equipped group.
- Survival. With total food, water, and shelter inventories
centrally tabulated, the high intelligence character can
prevent unfortunate shortages in the field.
- Minimize overall expense. Let the best PC for the job do
the bartering.
- Remove redundancies. Only one 10' pole per party please.
And buy only equipment that is necessary.
- Create back-ups of critical items. Also ensure safety and
rescue equipment is distributed amongst multiple party
members--it's hard to rescue the PC who fell over the cliff
if he's the one with all the rope.
- Spread the weight. Optimize encumbrance levels for greater
speed and mobility.
Return to Contents
- Notify About Shopping Opportunities In Advance
Try to give PCs ample warning about upcoming chances to buy
goods, services, and equipment. This will get them thinking
about equipment needs in advance for hopefully faster
equipment management situations.
Return to Contents
- End Sessions With An Opportunity For Shopping
If you can swing it, place the PCs in a town or near a
civilized region at the end of a session. Then point out
that next session they'll have a shopping opportunity if
they choose. If possible, have everyone handle equipment
management between sessions to free up more game time.
Return to Contents
- Ask Players For Wish Lists
Request equipment wish lists between sessions to get the
players thinking about special or customized equipment
items. These lists help you plan as well. For example, if
you factor in probability of availability or quality in your
campaign's goods and services, then knowing in advance what
the players are seeking will help you get all that figured
out before the session.
* * *
Do you have any equipment management tips? Send 'em on in to
me to share with everyone in future issues:
johnn@roleplayingtips.com
Thanks!
Return to Contents
Readers' Tips Of The Week:
- Weaving Characters Into Campaigns & Stories
From: Moonhunter
Request 1-3 Game Bits
When creating a campaign, start with your audience--your
players. Ask each player for 1-3 "bits" they want to see in
the campaign. A bit can be anything that might come up in
the campaign, including:
- A setting element (ancient dragon temples, huge cities)
- Scenario elements (intrigue, lots of puzzles, nemesis:
Orcs! lots of ORCS!)
- Troupe (the players are a troop of knights, a group
working for a spy master, freelance adventurers)
- NPCs frequently found (I want a beautiful princess to woo,
I want an elder master around to teach me things)
They can also include things they absolutely do not want to
have in the game, such as drow cities, murder mysteries,
dragons, an all thieves group, or a wizard of ungodly power
being their patron.
With these ideas in mind, the GM should then put together a
campaign. The campaign should incorporate as many of these
ideas as possible, excluding ones that people hated. Create
a world pack and present the campaign to the players. Have
them create characters.
When they make their characters, ask for 1-5 game "bits" for
the campaign. This should include most of the things they
need or want for their character's conception and future
dramatic moments. The GM can use these as a guide to
determine future plot lines and things to incorporate later.
As plot lines begin to mature, ask the characters for more
"bits". This gives you the new directions the players want
to go and things they want to see.
Why keep doing this? Because both creating and starting (or
restarting) is a continuous job.
Character Weaving
When you read a story or see a movie, how often are the
characters just there, with no attachment or place in the
world or the other characters in the setting?
The answer you are looking for is basically "NEVER".
Writers know that audiences won't believe characters who are
just "plopped" into the world. Things and people need to
come from somewhere and have a reason to do the things they
do.
Most players are reasonably good about creating a character
concept and history, no matter how lame. It is easier to
play a character when you have a strong background behind
it. Most players like making play and roleplay easier, so
they make characters with a strong concept and history. Yet,
often these stories do not have any attachment to the world
around them.
It is always best to make a character part of the game
world, weaving them into the tapestry of the background
story. Players should talk with the GM about elements in the
game world that the character could have a connection to:
recent history, NPCs, organizations, other characters, or
even just random things. Form a connection to these things
and the character is connected to the world. This helps
better define the character and gives the player/character
more options in play.
When you read a story or see a movie, how often does a group
of four to six total strangers, with little to no knowledge
of each other, get thrust together to do something, and work
together well, if at all?
The answer is basically, "NEVER".
So why do we accept this in games? They are supposed to be
inspired by literature and action/adventure movies. Even
video games have a back story explaining why the various
characters are working together. No matter how flimsy, there
is always a back story to make sense of things.
Not so with game characters. In most cases, they are thrust
by the fates into a group of complete strangers to face life
and death risks. You would hate this in a movie, why accept
it in a game?
So where is your group's back story?
Some players will say, "Well, they are PCs", so they will
interact with characters that normally they would have
ignored or run away from. The PC halo is a hackneyed game
concept that says you are supposed to embrace other PCs, no
matter how weird, lame, or dangerous the character is. (The
concept of halo came from the little bright ring that
surrounded characters you were specifically using in early
computer RPGs, much like the green polyhedron in a sims game
or the gold circle at the feet of a character in most modern
games).
Players really want stories, though they will often settle
for less. However, if they want a story that includes their
characters, they should work with the GM to make it happen.
First and foremost, they need to have a "Group". To make a
group, there needs to be some kind of relationship between
the members. The characters must be weaved together, not
just weaved into the tapestry of the world, but into the
tapestry of the group itself.
Tip for players: to help the campaign story along, work with
the other players when you create your characters. Find a
connection, something in the characters' past that links
them together.
- When did they first meet?
- Did they work together?
- Did they grow or attend school/training academy together?
- Do they have a mutual friend?
- Was one character the best friend of another's older
sibling? Did they meet once at a party?
The more connections and history a character has with the
other characters, the easier it will be to play with those
characters. Your character will have a reason to work with
the other character, rather than the lame..."well he is a
PC".
The GM should always be involved in character creation. Not
only will the players supply information about the world,
but they are a source of ideas about characters as well.
They can make sure each character has a protected niche and
that every character will have something to do in the
campaign.
One other thing they can do is run mini-weaving scenes.
Players play out or narrate scenes between their characters
at some times in their histories. This gives them a chance
to practice their characters and develop a mutual history.
The various weaving process gives the troop reasons to be
together, some depth to their relationships, and the chance
for the group to work out who does what, in addition to
adding depth to the character's history and the GM's world.
The GM should work with the players to see how the
characters are woven together.
Return to Contents
- Tip On Tracking Hit Points Faster
From: Dave Robinson
This is just a very quick tip for tracking the hit points of
large groups of monsters in a big battle:
Add, don't subtract.
When you have a half-dozen ogres or so, each with 20 hit
points, what you do is keep a tally of the damage dealt, not
the total hit points remaining. Once the tally crosses the
total they're dead. I do this because addition is much
faster than subtraction.
This one change can easily cut half the time off taking care
of monster hit points, which helps your battle flow more
smoothly.
Return to Contents
- Dungeon Idea
From: Pahl
This tip does require a substantial expenditure of money, so
you might want to put out the donation jar early to help
defray some of the cost.
I, the DM, am creating a special, large Helloween dungeon
for the characters to go through on our Halloween game.
They'll roll randomly for their starting locations. But
instead of normal treasure, there will be special prizes,
such as some XP rewards, desired magical items, and some
"real" prizes, including a pound of candy, a hand-painted
figurine of the player's character, and the grand prize, a
year's subscription to Dragon Magazine. Those are the
"treats".
The "tricks" can include having to provide snacks for the
next month's gaming sessions, having to walk around and
cluck like a chicken every time you want to attack during a
session, or XP penalties if you want to be particularly
nasty. Just an idea for a fun, special holiday session.
Remember, some players might not be able to afford to bring
snacks to all of your sessions, etc, so think hard and
tailor your tricks and your treats to suit your gaming
group.
Take care, Johnn, and Happy Helloween.
Return to Contents
- Micro Managing Campaign Time
From: Dwayne al' Trawick
re: http://www.roleplayingtips.com/issue191.asp
It is in my opinion that micro management is fairly
important in the beginning of the game. This way, you have
time to meet and become pals with your players' characters.
You and the other players have time to understand their ways
and grow closer. It's also important in travel and adventure
so that you have ample time to describe and let the players
grow comfortable with your world's society and landscape.
But eventually, you will definitely want to go into a macro
management style.
Here are a few things I plan to try in my campaign:
- Speed up travel. Have a short paragraph or two describing
long trips and then move on to the next plot thread. It's
silly to roleplay every innkeeper once the characters are on
friendly ground.
- Speed up upkeep with monthly maintenance costs. Instead
of having your players wear holes in their character sheets
by changing their money supply every time they order a beer,
you can have a monthly upkeep cost. This has been introduced
in D20 and GURPS. You determine how much the characters are
living it up, and then you assign them a monthly cost
dependant upon their apparent social class.
So food, lodging, likewise for their horse and/or pet, and
maintenance of their weapons and armor and replacements for
their perishable gear, tolls and taxes and whatnot. Then
charge them that amount at the beginning of every month. If
they can't pay, they sleep outside, their sword gets rusty,
their horse gets sick, so on and so forth.
- Pay attention to TV shows and old radio plays. Not those
big one hour shows but the 30 minute ones. Notice how the
majority of the time is in the main scenes. Learn to break
up your adventures into scenes like that. Travel, gear up,
and whatnot is not important. If you've listened to any old
radio plays (I am a fan of Sherlock Holmes plays) you'll
notice an encounter with an employer lasts only as long as
it is required, meaning the employer gives the deal, gives
the reason for the job, the reward, and as soon as the
players accept, fade and roll into the next scene. Likewise
when interviewing NPCs. You should cut out as soon as the
NPC has said what you wanted. This also allows the players
to understand when the NPC's purpose has been finished.
Well, I hope it helps.
Return to Contents
- Noble Adventure Ideas
From: Mr. Kitty in Louisville
Dear Johnn,
re: http://www.roleplayingtips.com/issue189.asp
I just finished reading "12 Tips For Using Nobles In Your
Games". It reminded me of another adventure idea that I had
for Dungeons & Dragons. In most campaign worlds, "raise
dead" and "resurrection" spells are fairly easy to come by,
especially for the wealthy, such as nobles.
But what affect does this have on the right of inheritance
for noble titles? There would have to be some system in
place to account for this. If the King is assassinated, does
his son become King for a couple days until the King is
raised by the High Priest? A DM might have to think on the
fly to answer questions like this.
Some other adventure ideas:
- A Duke is killed in some remote place, and the adventurers
must deliver his body-or a portion thereof-to a priest to
raise him before a time limit expires and the Duke's cousin
is automatically granted the title.
- A powerful priest resurrects a long-dead King, who is the
great-great grandfather of the current King. The newly
resurrected king is demanding the return of the crown, and a
civil war is brewing. The PCs may be forced to choose sides,
may be blamed as the cause for the trouble (especially if it
was one of them that did the resurrecting!), or may have to
journey to a remote monastery to find a book of ancient laws
that deal with the subject.
- The PC's enemy, the evil Count, is finally dead. But his
son, who is more friendly to the PCs, sends word to the
party that there is a conspiracy to resurrect his father.
Now the race is on to locate the missing cremated remains
before the evil Count can return from the dead and reclaim
his title.
- The Queen has recently granted the title of Duke to a
lammasu, or some other unusual creature. Some nobility hire
the PCs to investigate this new noble, because they suspect
that he blackmailed the Queen into granting him political
power.
- The King has just been turned into a lich. He still seems
pretty benevolent, but the priesthood of Pelor is outraged,
and the PCs find themselves urged to help overthrow the
undead monarch.
- The local countess has been reincarnated as a badger.
Legally, she still is entitled to hold her lands and her
title, but her vassals refuse to serve her and want her
deposed. The PCs find themselves alternately being asked for
help from the nobles and from the royal badger.
Return to Contents
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