• kristina [she/her]
    ·
    1 year ago

    logistics trains my dude

    food doesnt appear out of nowhere

    • GalaxyBrain [they/them]
      ·
      1 year ago

      Being an asshole about supply lines was one ofnthe best DM moves I've ever made. Make your characters need a pack animal or even a wagon. Supplies can get stolen sneakily, you gotta protect an animal and your supplies in a fight, you can't really bring them into dungeons so you gotta figure what to do with them sometimes. I like real medieval history way more than the fantasy genre

      • keepcarrot [she/her]
        ·
        1 year ago

        I generally play modern to futuristic settings, but GMs are surprised when almost all of my character's supplies are carried on them or on their vehicle. I keep pretty meticulous records when we're away from home about how much food and ammo is around. Doesn't actually come up much though.

        • GalaxyBrain [they/them]
          ·
          1 year ago

          I GM'd Call of Cthulhu before doing any DnD stuff and I'm not that fond of DnD tbh. In COC you gotta consider your per diem and if you can afford to take time off work to adventure

          • keepcarrot [she/her]
            ·
            1 year ago

            I do like games where the player characters have side jobs that they have to navigate around. While we go merc this guy, can we stop here and here? I gotta uber-deliver a pizza and its on our way.

        • UnicodeHamSic [he/him]
          ·
          1 year ago

          Ask if their armor is on is fun once or twice, but it can be tedious to keep track of if the table isn't in for that kinda game

          • Frank [he/him, he/him]
            ·
            1 year ago

            My players set a watch every single time after the first incident. Just because you can go camping safely in Yellowstone doesn't mean you can apply the same logic to the Wandering Forest.

          • keepcarrot [she/her]
            ·
            1 year ago

            Yeah, we're all here for fun. I just like being the Swiss army knife character

            • Frank [he/him, he/him]
              ·
              1 year ago

              No one has ever regretted having twenty yards of silk rope in their pack. That said, I just let my players buy, like 100g of "assorted dry goods" and then they can pull whatever common goods out of their pack at a later date and we all understand that it was in their pack all along in a state of quantum superposition.

              • Deadend [he/him]
                ·
                1 year ago

                Retconning equipment purchases is a very important thing for a good game. As you the player aren’t a professional hero, you’re just playing one in a game. So there are things characters would have taken because they aren’t stupid.

                I think Blades in the Dark has mechanics for this on magic items. You just spend the gold via retcon.

                For magical items, you can do that too, or dice roll for a very specific and unlikely case, such as bringing a potion of under water breathing into the desert. But the same roll would be much easier if your adventure was involving a boat ride.

              • booty [he/him]
                ·
                edit-2
                1 year ago

                Fabula Ultima, a silly JRPG inspired system, has this codified in the rules. You've got "inventory points" and then you spend those on potions. Want a health potion? Sure, you spend 3 inventory points. You bought it last time you were in town cause you knew it would come in handy. Next time you're in town you spend some money to replenish your inventory points and now your inventory is back in the quantum superposition of health potions, mana potions, etc.

                Other miscellaneous adventuring gear is handled by your character's concept. If your character concept includes that you're a thief you have lockpicks when you need them, end of story. The thief doesn't forget her lockpicks.

                Having played a little of both styles, I can't imagine what makes people think extremely crunchy systems are in any way better or more fun than abstract systems. Abstraction is just so much more fun, cooler, and smoother at every single step of the way.

              • keepcarrot [she/her]
                ·
                1 year ago

                Bit of rope, some tent pegs, toolkit, some Semtex, some gauze... you can resolve a lot of situations with a practical mind.

                I think games often have an adventurers kit or something like that