MorbidDon 178 Posted February 9, 2016 (edited) So I was doing character creation with a few new players recently - when we got the the last step after spending XP - selecting starting gear where I had an idea... Thinking Man's Game To me RPGs are a thinking man's game - where you figure out solutions to problems (i.e. all stories have conflict) whether they be momentary or otherwise. By the game's default content there are three types of challenges; combat, social, and exploration - herein is the story's conflict! So back to basics McGuyver comes to mind - here's a "character" who can say... escape a prison cell with little more that some shoe lace and a few odd bits laying around - i.e. ubiquitous items! Now he's the very extreme of course as to what is possible with everyday normal objects - fine... but what about the PCs playing the game - don't they have ideas - isn't this a thinking man's game - rather than math practice?! Math Practice = everything is defined by your rolls and you do no thinking - sort of like cruise control LOL Bags, Barrels, and Buckets... These objects are not listed by default in the Equipment section of the CORE - which is fine but for some unique or cleverly strategized items on their person can make or break a challenge (combta, social, exploration). Exploration = I want rope "F" an Grapnel that I have to roll for - I opt for a Iron Hook and Rope - both ubiquitous! And thats my point - sure your in the 41st millennia doesn't mean now humans are able to do anything naked - rather this game while focused on bigger pursuits is at the end of the day a game about adventuring whether that be on a Voidship, city, sewers, or any other locale worthy of his holy attention! Stay GAMING Morbid Edited February 9, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 9, 2016 (edited) Attire / RegaliaApron (waist down), clothApron (full length), clothApron (full length), leatherBelt- Belt, common- Belt, Knight's or Lady's- Belt, rope (no buckle)- Belt, cloth (no buckle)- Belt, cloth (with buckle)- Belt, leather (no buckle)- Belt, leather (with buckle)Bodice - plainBodice - fancyBoots- Hip High or Riding- Low or Soft- Hobnailed or WorkBreeches- Breeks, cotton- Breeks, silkChemise (shirt), woolChemise (shirt), cottonChemise (shirt), linenChemise (shirt), leatherChemise (shirt), silkCloak- Good cloth- Fine furCodpiece, leatherCodpiece, iron / brass / bronzeCodpiece, silver / goldDoublet - plainDoublet - fancyEye patch, leatherFeathered Head-DressGirdleGlovesGown, commonHats- Hat, brimmed - leather- Hat, brimmed - rabbit fur felt- Hat, brimmed - bamboo / straw- Hat, capHood, or BonnetHose or StockingsJacket, Jerkin or CoatKirtle or DressLoinclothMittensPinPlain broochRobeCommonEmbroideredSandalsSashShirt, clothShirt, silkSurcoat, plainSurcoat, silkSword baldricSword hangerSword scabbardTabardToga, coarse clothToga, linenToga, woolTrousers, plainTrousers, fancyTunicTurbanVests- Vest, plain- Vest, fancy Edited February 9, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 9, 2016 (edited) Equipment / Gear / ParaphernaliaAmphoraTinySmallMediumBackpackBarrel, smallBasketLargeSmallBedroll, HeavyBedroll, LightBellBelt pouchLargeSmallBlock and tackleBolt caseBucketCase (Map or Scroll)CaskChain (per ft.)HeavyLightChestLargeSmallCloth (per 10 sq. yds.)CommonFineRichCandleCanvas (per sq. yard)ChalkCharcoal (4 hours)ChiselClimbing PickCramponsCrowbarDecanter (Glass)Fire-Starting BowFishhookFishing net, 10 ft. sq.FlaskFlint and steelFramepackGlass bottleGrappling hookHammockHoly item (symbol, water, etc.)HourglassInkIron potJug (Clay)Ladder, 10ft.LanternBeaconBullseyeHoodedLockGoodPoorLockpicksMagnifying glassManacles (Lowly)Manacles (Masterwork)Map or scroll caseMarbles, per bag of 20Merchant's scaleMirror, small metalMusical instrumentNails (Iron 3" Length) x20OarOil (per flask)Greek fireLampLockpicksLowlyMasterworkPaddlePaper (per sheet)Papyrus (per sheet)Parchment (per sheet)Pegs (x10 Wood)Perfume (per vial)Pick (Miners)Pitons (x10 Iron)Pitcher (Clay)Plank of WoodPliersPole (Wooden)Quill-Pens (x10)QuiverRam, PortableRope (per 50 ft.)HempSilkSackLargeSmallSawScissors / ShearsSealing/candle wax (per lb.)Sewing needleSignal whistle (1 mile range)Signet ringSnowshoesSoap (per lb.)SpadeSun DialSpyglassTentLargePavilionSmallTinderbox (enough for 7 fires)TorchVialWater clockWedge, Staying (Hardwood)Wedge, Splitting (Iron)WhetstoneWineskinWinter blanketWire, 10 gauge (Iron) Edited February 9, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 9, 2016 Example - I can use a normal belt as a tourniquet, wrist binding, garrote, book strap, noose, hand wraps (like say lifting up a hot object), etc... Quote Share this post Link to post Share on other sites
Bilateralrope 144 Posted February 9, 2016 If a player asks "Do I have x ?" where x is an item that: - Makes sense for them to have on them right now - Makes sense why nobody mentioned it before. - Sounds like something easily acquired. Then I'd probably say 'yes'. I like seeing players make creative use of such things. 2 eltom13 and Vorzakk reacted to this Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 9, 2016 I would suggest you don't give them a "magic hat" full of ubiquitous goodies - make them think about what they got and why - most importantly is item bulk - sure you can dead lift a ton of weight but at the end of the day all those hammers, wrenches, rope (hemp rope coil of 50' was 20 lbs. in D&D), etc... Goes back to thinking man - you make them plan, stage, and think - they will deliver clever ideas and surprised for you - the GM! Stay GAMING Morbid Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 9, 2016 Joke - SPOON My character sits there and digs a hole out of the prison which takes him the next 14 years to dig - ok GM? (ROTFL) Quote Share this post Link to post Share on other sites
Bilateralrope 144 Posted February 9, 2016 I would suggest you don't give them a "magic hat" full of ubiquitous goodies - make them think about what they got and why - most importantly is item bulk - sure you can dead lift a ton of weight but at the end of the day all those hammers, wrenches, rope (hemp rope coil of 50' was 20 lbs. in D&D), etc... Oh, they still have to think about that. They have to justify having that specific item. For example, if they are disguised as a repair crew to infiltrate somewhere they could justify having a screwdriver easily. Justifying a screwdriver when pretending to be nobles is much harder. Carry lots of bulk and they have a hard time justifying why nobody commented. Some items, like a good amount of rope, are almost never going to go unnoticed. 3 Vorzakk, Jolly P and eltom13 reacted to this Quote Share this post Link to post Share on other sites
Jolly P 118 Posted February 10, 2016 Justification is key. Laundry list inventories are not. Going back to the MacGuyver example; in one of the first episodes (might even be ep.1, I believe), he's shown to pick up a bunch of chocolate bars from a broken vending machine and stuff them in his bag. His explanation? They might be handy. Now, in an RPG, I'd adjudicate this retroactively. i.e. if, at some point in the story, it becomes relevant for a character to have chocolate and I'd mentioned that there was a broken vending machine earlier on, rather than have the players back-track to the vending machine, I'm happy to say that someone happened to pick one up as they passed. It's not necessary for them, at the time, to say "I'm picking up chocolate bars" and writing them in their inventory, only that they justify having one retroactively by pointing out that they passed the vending machine earlier. This can apply to many things. Need a pin? Well, you mentioned you were putting on your glad-rags, so yeah, I'll accept that you've probably got a brooch or earring that would suffice. Same goes for belts, coats, boots and bags. No-one needs to know that you've got exactly three hair-pins, two paper-clips and a spare belt. We just need to know why you have them; i.e because you're wearing your hair up, you've got a dossier on the Duke you're meeting and that earlier in the day, your nephew called and asked you to buy him a new belt. Obviously this doesn't fly if you're bald, aren't meeting a Duke and haven't been anywhere near a belt shop. You can only take this so far, however. If you try to claim that you've been lugging an anvil around because you passed through a forge on the way, you're plumb out of luck. That's a little too specific, too large an item to hand-wave and probably too heavy an item to carry in the first place. Same goes for unique items, like keys or documents, as well as other bulky, inconvenient or over the top items. So no, you can't carry a dozen bolters around to sell later and if you really wanted to bring the Necronomicon with you from that library, you probably should have mentioned it, because you'd have had to make some checks to convince the librarian you're not a cultist or sneak it out. Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted February 10, 2016 I'm more from the school of consumable items - finite supplies - and such - no biggie - at least a list is posted for all to share in - have fun! Morbid Quote Share this post Link to post Share on other sites