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Roleplaying Tips Weekly E-Zine Issue #193
8 Tips For Improving Random Encounters
Contents:
This Week's Tips Summarized
8 Tips For Improving Random Encounters
- Divide Game Content Into Two Layers
- Add Reason To Your Madness -- Provide Random Encounters With An Ulterior Motive
- Pause Before You Begin A Random Encounter
- Do A Visual Inspection To Ensure Everyone Is Going To Be Entertained
- Create Living Random Encounter Charts
- Tweak Each Element Of The Encounter
- Provide Meaningful Consequences For Random Encounters
- Use Random Encounters Strategically
Readers' Tips Summarized
- 10' Pole Tips
From: Palmer Of The Turks
- Avoid The High Cost Of Miniatures And The Unoriginality Of Counters!
From: Acolyte
- Chinese Names Resource
From: Chad Coulter
- Roleplay Shopping Trips
From: Andrew Santosusso
- Scenario Writing Tips
From: Neil Faulkner
- Let Players Manage Equipment
From: Mike Boozer
- Player Equipment Management
From: Andrew McFarlane
Return to Contents
A Brief Word From Johnn
I picked up a fantasy book last week and now I can't put it
down. It's called Dawnthief and was written by James
Barclay. One of the reviews on the cover put it in the genre
of "action fantasy". I haven't heard of that genre before.
Is it a Y2K version of "sword & sorcery"? Are there other
books that have been placed in this genre? Is there a web
site out there that lists all the sub-genres of fantasy?
That might be a good resource to help classify GMing styles.
On a side note, it's a UK author and book. To me, that's a
sure sign I'll like the book. For whatever reason, I am
predisposed to enjoying UK fantasy, probably because I
enjoyed Moorcock's books so much when I was young. Now it's
become a book superstition for me that, as far as I can
recall, hasn't failed. Weird.
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
8 Tips For Improving Random Encounters
By Johnn Four
I'm biased. No doubt about it. I love random and wandering
monster encounters and have been using them since I started
GMing in 19<cough>. I run very few sessions without them.
Below are a few tips for game masters who want to improve
their random encounters.
- Divide Game Content Into Two Layers
I tend to classify my planning, gaming notes, and gaming
content into two groups:
- Flesh (In-Character)
- Skeleton (Meta Game)
The Flesh content includes tangible things, such as:
- NPC statistics and personalities
- Maps
- Treasure
- Location descriptions and rules effects
It's the stuff the PCs interact with and the things the
players can visually imagine. If the content could be
perceived in-character by a PC using any of his senses then
I'd lump it in the Flesh category.
The Skeleton content is the invisible stuff that forms the
structure of a game session or encounter. It's the glue that
puts it all together, the puppet strings, or the trail of
bread crumbs, depending on your GMing style. Some examples
are:
- Plot lines
- Player typing (deciding what types of players you have and
tweaking your games to suit)
- Character typing
- Pacing
- Description techniques
- Techniques for steering, guiding, influencing, or
manipulating the PCs
It's the secret reasons and purposes you have for choosing
and involving Flesh content and how that content manifests
itself in-game. It's the stuff you do as a GM either through
planning or in-game decision making. The players might be
able to perceive this content if they're experienced or if
you have a poor poker face, but the characters can't until
it morphs into some form of Flesh content.
For example, let's say your plot involves saving the
campaign region from a powerful demon who's been mistakenly
released by the PCs. You plan an encounter where the PCs
save a visiting gnomish ambassador from an attack in a rough
neighbourhood. After the encounter, regardless of whether
the ambassador survives, the PCs should find her satchel of
notes that focus on demonic information. You want to provide
the players with this info to further drive the plot, plant
a few clues, and educate the PCs about battling demons.
Here's how I'd break down the content of above encounter:
Flesh:
- Gnomish ambassador, guards, related NPCs (names, stats,
personality, etc.)
- Foes who attack (names, stats, personality, etc.)
- Notes about demons (as read-aloud text, or perhaps as
player handouts or props)
- Rough neighbourhood location, encounter location,
description, and game effects
- A set-up description, lead-in, or hook
Skeleton:
- Why do we want to provide the PCs with notes?
- Why do we have a gnomish ambassador who needs saving? Is
there a different NPC who would be a better choice?
- Why have we placed the encounter in a rough neighbourhood?
Is there a spot that's more useful or meaningful?
- When does this encounter take place in terms of plot line?
Should the PCs already know they've unleashed a demon or
should we set things up by giving them this info ahead of
time?
- What should we use as a lead-in or hook and why?
The gnomish ambassador is a tangible thing the PCs can
interact with and the players can visualize, so it's Flesh.
The reason why we've chosen a gnomish ambassador should not
be apparent to the players or their characters, so it's
Skeleton.
Thinking of all your game content in this way can take
practice but it's worthwhile. It's a useful GM technique and
the Skeleton stuff should usually be dissected and tweaked
first.
For example, if you choose a gnomish ambassador for the
encounter, spend an hour on her game stats and bio, and
*then* ask yourself why you've chosen that NPC and if
there's not a better non-player character for the job, you
risk losing valuable planning time and planning momentum.
Also, when you're in the middle of planning or in mid-game,
asking the Skeleton question itself might never occur to you
and you lose an opportunity to tweak your encounter for the
better. For example, perhaps a minor villain or rival of the
PCs ends up being the best choice as that NPC hasn't made an
appearance recently and will hook the PCs in immediately.
Return to Contents
- Add Reason To Your Madness -- Provide Random Encounters
With An Ulterior Motive
The "Divide Game Content Into Two Layers" tip is a set-up
for this one. Traditional random encounters involve tables
of monsters, NPCs, and foes, and possibly their stats.
What type of game content is this? Flesh.
Because random encounter tables are usually static, there is
no Skeleton element. Therefore, the tip is, you can
dramatically improve any random encounter by adding a
Skeleton layer to it. Add some purpose, context, and
campaign value to transform random encounters into useful GM
tools.
You can often make the biggest impact on a random encounter
by answering the question "why?"
For example, you roll a 19, consult Wilderness Encounters
Chart 1C - Temperate, and announce to the group that three
wild boars erupt out of the bush. The beasts charge the PCs
and an hour long battle (in real time) begins.
Some players will eat this up and cry for more. Many will
sigh and pray the combat goes quickly. Some will get
frustrated or angry and check their watches because the
story has stalled and the encounter seems boring (pun
intended). A rare few will stand up on their chairs and
loudly declare their discontent for existential reasons.
If you decide to check the Skeleton layer and ask why, a few
ideas might pop into your head and player dissatisfaction
might dissolve, your campaign integrity will remain intact:),
and your story can continue moving forward.
"Hmmmm, why would three boars charge the PCs out of the
blue? Why are boars there at that time and place?"
Possible answers that spring to mind:
- It's a cool trap. The players might see a foe on horse in
the shadows who salutes the PCs before riding away.
- It's an accident. Just before the boars attack, the PCs
find empty cages lying beside an overturned wagon. An
unconscious NPC is sprawled nearby with a fourth boar
standing over him!
- It's a lead-in to a more interesting event. Just ahead of
the boars runs a desperate person screaming for help.
- Because you're stuck for ideas and stalling for time. So,
you say "It's weird how three boars suddenly appear like
this. It's almost as if they knew you were coming." Then
you sit patiently behind your screen and note any good
ideas the players come up with in the ensuing
conversation.
Here are some more questions to help add a Skeleton layer
quickly while on the fly:
- Why should the characters care about this encounter?
- Why should the players care about this encounter?
- How can you tie this encounter into the plot?
- What kind of twist could you add to make it more
interesting?
- How can you use this encounter to affect the mood,
atmosphere, or pace of the game session?
Return to Contents
- Pause Before You Begin A Random Encounter
Sometimes you get into a fast-paced, multi-tasking GM mental
zone during a session and you leap right into a random
encounter after rolling one up. However, it's good to gather
yourself by pausing a moment before you begin:
- What is the big picture here? What are you trying to
accomplish?
- At this time, do the players, characters, and session need
a combat, roleplaying, or puzzle encounter? How can you
tweak your random encounter to deliver this?
- Visualize the whole scene.
- What are its constraints?
- Physical boundaries or difficult terrain
- Conditions of victory
- Time limits
- Neighbours or other parties who could be roused and become involved
- What can be sensed and detected ahead of time by the
PCs?
- How have the foes prepared themselves for a random
encounter?
You can tell when a GM is getting tired because the
information he delivers becomes fragmented and his answers
to questions become short or vague. This also occurs during
random encounters where a GM hasn't fully visualized the
scene and the encounter quality tends to suffer.
Inaccurate or insufficient information has caused more GM-
player arguments than any other reason I can think of, aside
from rules interpretation perhaps. And it's the nature of
random encounters for GMs to feel pressure to create
something interesting from an information fragment (the
result of the encounter table roll) on the spot while the
players' beady eyes drill holes into the screen. :)
Visualizing the scene will help you provide complete
information and answer questions succinctly.
- What would be the best/easiest/coolest way to begin the
encounter? The quality of an ending is often determined by
the quality of the beginning.
- What would be the best/coolest way to end the encounter?
The nature of the ending is often what is most remembered
about an encounter, so it's good to begin with a possible
end in mind.
Return to Contents
- Do A Visual Inspection To Ensure Everyone Is Going
To Be Entertained
A downside to random encounters is that they have not been
constructed with the players and characters in mind, so
chances are someone's going to get bored. Next time you
serve up your next random challenge, look at each player and
ask yourself if that person is going to enjoy the encounter
that's about to begin.
A quick visual inspection is better than a paper checklist
of player/character names because you get an opportunity to
see and gauge the current mood and attitude of each player
and tweak your encounter accordingly at the same time. As an
added bonus, seeing the GM eyeing you up tends to get
players' attentions and focus.
Return to Contents
- Create Living Random Encounter Charts
This is something I just started doing in my current
campaign (that's on hiatus at the moment). I've been
building an ongoing list of possible repeat encounters based
on what happens in the game and then I use this list as a
random encounter chart during sessions.
- If the players tackle a dinosaur during a planned
encounter, I add that creature to my living random encounter
list.
- If the PCs meet someone travelling in the region, I add
their name to my chart for a possible repeat encounter.
- If the PCs hear rumours or legends about something that
could be encountered (and I don't have a planned encounter
set-up for it) I'll add it to the chart.
- If a foe flees or survives an encounter with the group,
I'll add them to the list.
A living random encounter chart can be quite useful:
- A reminder of things that could happen
- Re-use of game elements you have planned, designed, or
learned about
- A feeling of realism
- A planning tool for when you're between sessions
To date, I have not assigned probability/dice roll numbers
to my list. I scan it and pick whatever catches my
imagination at that time. However, between sessions, it
would not be hard to adjust the numbers of the chart to
factor in any new encounters that have been added to build a
true, living random encounter chart.
Return to Contents
- Tweak Each Element Of The Encounter
See http://www.roleplayingtips.com/issue11.asp for ideas on
how to improve encounters. In essence, try to tweak one or
two elements of an encounter so that it's more interesting
and doesn't have a vacuum "random encounter" feel to it.
- Location (burning bridge, drafty empty building)
- Weather (storm, rain, bright sun)
- Lighting (strobe fungi, orange glow, piercing bright)
- Footing (gravel, spongy, 2 feet of water)
- Reward (place the reward in plain site to motivate)
- Multiple challenges/goals
Try to tweak the encounter before it starts so you can
factor the tweaks into descriptions, game rules, and the
PCs' perceptions.
Return to Contents
- Provide Meaningful Consequences For Random Encounters
Players get peeved when what their characters do has no
purpose, benefits, or consequences. If they experience an
encounter and that event makes no impact--not even a slight
scratch--on the adventure or campaign, they'll develop a
deep dislike for your random encounters.
Experience points and treasure are motivational and create
interest, but they soon take on a cotton candy level of
satisfaction to all but the most diehard wargamer.
So, once the encounter is over, do a quick impact assessment
and look for ways to inject meaningful consequences into
your game.
- PC health and appearance. Imagine a messy encounter just
before the PCs were to meet an important NPC?
- Enemies. The group makes a new enemy or rival.
- Tactical. The encounter saps the party's resources, such
as spells and ammunition.
- Framed. PCs never clean up their messes. A rival or
villain might be able to use the encounter against the PCs
somehow, possibly going to the extent of fabricating
evidence, producing false witnesses, etc.
- Secret importance. The foe(s) the PCs just tangled with
had a secret importance to the game world, a villain, an
ally, or the adventure.
- Relations. The PCs upset a fragile situation between two
groups in the region, such as the PCs' village and the
nearby goblin clan.
- Rumours, stories, lies. Someone else arrives at the scene
of the conflict after the PCs have left and forms their own
opinion of what happened. This opinion or news spreads ahead
of the PCs putting them in a bad or amusing light.
Return to Contents
- Use Random Encounters Strategically
Sometimes a well-timed random encounter can save your bacon
or create a more entertaining experience for the players:
- Encourage party action. Often, random encounters are used
to drive the PCs onwards, depriving them of rest and
recuperation. This is an effective strategy for building up
drama and tension during a game session.
- Use short encounters. Long random encounters will diffuse
any drama and tension you've managed to create.
- Combat is not necessary. Not all encounters need end in
bloodshed if your goal is to keep the PCs moving. Sighting
a nearby threat, spotting signs of frequent area use, or a
warning encounter are good substitutes.
- End a game session. Random encounters are great fillers.
If there's only a half-hour left in the session and you
don't want the PCs to begin the next Big Challenge yet,
throw a random encounter (roleplaying, combat, or puzzle) at
them. Feel free to end the session on a cliffhanger, or to
resolve the entire encounter before the game ends.
- Beef up rewards. If you feel the players are going to be
disappointed with the rewards they've earned in the current
session, a random encounter is a perfect delivery mechanism
to provide more experience or loot.
- Warning. If the PCs are about to enter a dangerous zone
and they're not taking things seriously, a random encounter
to warn them might help. Perhaps the PCs stumble upon the
remains of another adventuring party who didn't take proper
precautions before entering the Crypts of Narryth. Or maybe
the party is assaulted by an insane old monster who mumbles
dire threats and warnings.
- Change-up. If the PCs have just run through a series of
similar encounters and it looks like more of the same are
queued up based on their decisions, then it's time to change
things up with a random encounter of a different nature.
- Absentee. If a player is late for a session, or someone
has excused themselves from the table temporarily, a random
encounter is a great way to stall until the players are all
together again.
* * *
If you use them, random encounters can be great GM tools.
The key is to keep them short and punchy (pun not intended)
and relevant. Relevance can be determined before the
encounter starts by doing some quick thinking or after the
encounter is done by doing some thoughtful calculation. Use
them strategically, tweak them for better entertainment
value, and keep the two types of game content layers in mind
while running them. This will help you produce the best
possible wandering monster and randomly generated encounters
possible.
Return to Contents
Readers' Tips Of The Week:
- 10' Pole Tips
From: Palmer Of The Turks
re: http://www.roleplayingtips.com/issue192.asp
I just want to put my 2 cents in on the latest issue
(Managing Equipment). Namely, about the much maligned 10'
pole!
Now, I'll be the first to admit that the average pole is
pretty worthless...it's long, it's clumsy and it's rarely,
if ever used. But that's the basic, boring model.
Most of my characters have had a pole or rod of some sort
among their possessions, but they've never been "just a 10'
pole". Surviving dungeoneers are creative dungeoneers, and a
10' pole is sorely in need of creativity.
First thing you need to do to it is get the bulk under
control. And the simplest way to do this is to break it into
pieces. If you can get it, have the parts (2 is the bare
minimum, 3 is good, 4 is best) fitted with metal screws and
sockets, not unlike a pool cue, so that you can fit the
pieces together firmly. Alternately, have ALL the pieces
identical, socketed on one end and screw on the other, and a
fixed length (2-3 ft). Then there is no worrying about which
piece is the top, and which is the bottom. As well, you have
no set size limit to your pole if you connect enough pieces
together. This option has the advantage that the pieces can
be spread amongst multiple people, and that the pole can be
made as long or as short as needed. As well, if you need to
sacrifice one segment of the pole for some reason, you don't
lose the whole thing.
Another option includes having cord or fine chain running
through the hollow pole, anchored firmly at both ends. The
segments nest firmly into each other (one end of each
section is narrower than the other) to make a full sized
pole, but the cord keeps the pole together when it's apart
(it "folds" at the joints). This design is much like that
used with most tent poles these days, for those who
recognize them. The advantages to this are that certain
joints can be left unlocked, which makes the pole bend at
that point and dangle, which can be useful for a number of
things. It also is always "in the right order" and can be
assembled quickly and easily.
In an alternate of the above, the joints can be left
unsocketed and connected by chain, much like nunchucks or a
3-section staff. To go with this, you get short lengths of
what is essentially steel pipe wide enough to fit over the
pole. When you need the pole to be rigid, you slide the pipe
down the shaft of the pole until it covers one of the
joints, thus holding it straight. You may want to have small
pegs that stick out of the center section near the joints
that prevent the pipe from slipping further, pegs that go
through a hole in the pipe and into a matching hole in the
pole to lock them into position, or perhaps you just use
some twine to tie it into place. Mechanically, this version
is easier to produce and may be suggested if your GM claims
that the pool cue screws or hollow corded versions can't be
made.
All of these options get the pole down to a manageable
length and only sacrifice assembly time while retaining
practically full utility. The only other drawback is that
these versions are somewhat structurally weaker.
Another option for poles is to enhance their basic
function. In general, the classic pole only had a few uses.
It was used to prod the floor ahead checking for (lightly
triggered) pressure plates, hidden pits, or tripwires.
Sometimes it was used to poke or prod a pile of something
dangerous looking but unknown. Rarely it could be used to
poke something at a distance, like a trap release button on
the other side of a pit. Sometimes it was used to try to
pull an unfortunate friend out of a pit or quicksand. Most
often, in the games I played, it ended up being firewood.
Once, though, it was used as a balance bar for tightrope
walking. And a few times I ended up poling a makeshift
barge. These are great uses...but they're rare,
comparatively minor, and often you can improvise with other
stuff you have on hand or that's in the area.
But when you start adding enhancements, then a pole can
become more usable. The simplest option is to turn the pole
into a portable ladder. This can be done by adding pegs that
stick out, or cutting notches in alternate sides to act as
footholds. Simply lay the pole against a wall, make sure
it's braced, and up you go. This is great if the wall is
normally unclimbable (slick, covered in glass shards, topped
with barbed wire, etc), or to help the less adept party
members scale an obstacle. For the modified poles described
above, you can add one set of pegs or notches to each
section. In the case of the steel pipe version, you could
put the footholds on the pipes themselves.
Other options include adding a small but sharp blade, or
small hook to one end of the pole. A blade on a pole is
pretty well no use as a weapon, being too clumsy and flimsy,
but can be a great tool. Cutting trip wires from a safe
distance and cutting ropes that suspend things overhead out
of reach are some of the applications of this.
Hooks can be even more versatile, allowing you to hook and
pull anything you can reach with the pole, like tripwires
(again), the keys off a prison peg, the bar on a door, the
door itself, or an unsuspecting victim's feet out from under
him. Depending on the pole and hook, large objects can be
"fished" from a distance.
Mirrors placed on the end of a pole (or better yet, both
ends of a pole) can allow one to peek around corners without
literally sticking your neck out. If done well, you can
remain unnoticed doing this.
Rope loops can have uses as well, often along the lines of
hooks, but there are other possibilities. The most obvious
is to use it like wild animal handlers do, passing the loop
over the neck and then controlling the animal with it. They
can also be used on other people, if needed.
The utmost in versatility is if you combined the pool cue
style segments with the optional attachments. Have a couple
of segments that have attachments on them, and it's as good
as having multiple poles.
Truly, one should not underestimate the usefulness and
versatility of the classic 10' pole... in the right form and
right hands, of course.
Return to Contents
- Avoid The High Cost Of Miniatures And The Unoriginality
Of Counters!
From: Acolyte
My group and I have found it very useful to play out combat,
not with miniatures or counters, but with toys. Specifically,
we use the Micro-Machines Star Wars, Jurassic Park, and
similar sets. Each player has their own figure, and I (as a
GM) pick the monsters. This has the benefit of being small--
we use graph paper, not a battle mat. A few pencil marks can
fill out walls and then the battle can start. Questions
about line-of-sight and other tricky rules can be easily
answered by looking at the figures rather than consulting
rule books. We really enjoy this method as it speeds up play
and is cheaper than other alternatives.
Return to Contents
- Chinese Names Resource
From: Chad Coulter
I've recently started a new campaign based in Three Kingdoms
China and was looking for names. Here are a couple of sites
that I found with Chinese names.
Lists the name and meaning of the name (also great for other
cultures):
http://www.20000-names.com/male_chinese_names.htm
http://www.20000-names.com/female_chinese_names.htm
Long list of Chinese names, for both male and female:
http://www.kabalarians.com/male/ch_m1.htm
Hope these help someone out.
Return to Contents
- Roleplay Shopping Trips
From: Andrew Santosusso
Hi Johnn,
First off, I love the column and I'm always eagerly
anticipating its arrival in my email box.
As to the mundane items piece, I just want to point out how
much fun it can be for the players to roleplaying their
shopping trips. I've been running a game for over a year
now, one that has seen my players continually on the run,
staying one step ahead of the all-powerful evil attempting
to conquer the land. Basic epic adventure type of stuff.
Anyway, they finally get to a friendly elven war-village
where they presume they will be able to spend some downtime
learning spells, making potions, scrolls, magic items,
etc... and generally taking a break from the rigors of doing
battle with the never ending swarm of mayhem.
On Day 1, they decide to do a bit of shopping. Being the
sadistic, malicious DM that I am, I prepare random
encounters for every possible location in my world. While
generally safer locations (e.g., this particular elven
village) have a much lower percentage chance of random
encounters, the encounters themselves tend to be
particularly nasty.
The first stop, the magic weapon/armor store. DM rolls --
huzzah! a random encounter. The poor shopkeeper has been
cursed and the weapons/armor come to life just as the unwary
PCs are browsing his wares. Mayhem ensues and the PCs emerge
bruised, battered, and a bit more wary of their
surroundings.
The next stop, the exotic wares shop, which specializes in
items of a more wonderful nature. Cloaks, rings, amulets,
etc. The DM rolls again -- darn the luck, another random
encounter. A large air elemental has made its home amongst
the wafting smoke from incense lingering amidst the rafters
and has taken particular offense to the PCs' intrusion.
Mayhem ensues and the PCs emerge bruised, battered, and
chomping at the bit to flee this cursed town that they now
suspect to be in league with the ultimate evil.
Anyway, the point of this long story is that roleplaying
shopping trips can be a hoot given the right preparation.
Besides, if you have a thief in the party, it's one of the
few times they'll have the chance to flex their
pick pocketing muscles.
Return to Contents
- Scenario Writing Tips For Newbies
From: Neil Faulkner
Don't try to run before you know you can walk. Make sure
your first scenarios are manageable:
- Avoid making the background too convoluted.
- Avoid making the PCs' mission too complicated.
- Don't overburden yourself with large numbers of NPCs.
- Have any necessary maps and floor plans ready.
- Make sure the NPCs are distinct characters in their own
right, and that their names are not too similar (otherwise
you'll get them mixed up).
- Don't be afraid to model NPCs on characters from film or
television if this makes it easier for you to fall into
role.
If anything, make things almost too simple and
straightforward. If you've never GMed before, the basic
process of handling many players all screaming at
you at once will be more than enough to learn to cope with.
The big no-nos:
- Do not anticipate the players' actions or decisions whilst
planning, or steer them down a particular road in the course
of play.
- Do not think in terms of what *will* happen when you run
the game, because chances are it won't.
- Do not become emotionally attached to your scenario or
NPCs because they will only end up jilting you.
- Do not think in terms of how you are going to wow your
players with your ingenuity, creative genius, superlative
wit, etc. That is not in your remit. If players are diners
at the gaming table of life, then the GM is the waiter, not
the star cabaret act.
Tried and trusted scenario ideas:
- Rescue someone.
- Steal something.
- Deliver something from A to B.
- Find a missing person.
- Spy on someone.
- Guard something/someone.
- Explore somewhere.
- Kidnap/assassinate someone.
All of these can be used in almost any genre and in almost
any setting. If the PCs can't come up with their own goals,
then you will need a patron who is basically anyone who
hires the PCs to do a job on his/er behalf. If the patron
has never worked with the PCs before, then s/he has the
perfect excuse to give them a simple, straightforward first
mission just to find out how (in)competent they are.
Return to Contents
- Let Players Manage Equipment
From: Mike Boozer
I just let the playerŐs manage their own equipment. They buy
what they want without me knowing, deduct the coins, and
when in the game it comes up I trust what they say. Now, I
guess this is still requiring them to be honest with
themselves and manage the items down to the copper. However,
I don't regulate it AT ALL. Good answer for me, as I too
find no one truly cares. Now, when it comes to weapons,
magic items, and the like? Hehe, I take note of that stuff
like a greedy GM. If I don't the game isn't helped when PCs
constantly forget to deduct potions, charges and whether
they sold that Longsword +2.
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- Player Equipment Management
From: Andrew McFarlane
I too have become tired of the mundane exercise of counting
beans (and 10' poles). One strategy I have used is to have
players write down whatever items they feel necessary and
then to roll against a character's professional or other
related skill when they need an item (with a +/- modifier
for how much encumbrance they have).
Oh yeah, and all my traps have a 12' range... :)
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