CrazyCrab
2016-12-18, 03:12 PM
Hi everyone,
planning a new campaign for my Meetup and I'm wondering just how I can improve upon my last game. While it was a great campaign I've given my shortcomings a lot of thought and I'm doing my best ot solve some of the issues I had with it.
The game (most of them are, in fact, it being a public Meetup) is an open game - while each game has a stable player-base, every now and then a newbie shows up. Sometimes they come back for more. Sometimes they just leave halfway through. While it is a good setup for meeting new people, it gets quite clunky when it comes to diving loot, managing rations, ammunition, potions, etc, among other things. In addition, a lot of people 'call dibs' on things like potions, then never use them. In fact, they most likely forget they got them in the first place... while someone else can actually use them at this very moment.
So, here's an idea.
All the ammunition, the rations and consumable items (like traps, med-kits, potions, scrolls...) go to the party stash instead of character inventories. Same applies to gear that they find, yet nobody wants at this moment - 'no, you cannot sleigh of hand the 4 plate mails to sell them in town without the rest of the party noticing you'. Happens more often than I'd like to admit, in all honesty. Especially with newer players. These are shared by all party members and used when necessary. They can be sold with a majority vote - with 3 druids, who needs potions of Barkskin after all?
Each character has a number of 'Quickslots' equal to their Proficiency Bonus, assuming bandoliers, pouches and pockets. That's how many consumable items they have at the ready and they can take that many items from the stash to hold on their person - using these items is a standard procedure, as described in the PH. Changing your items or refiling them is an action, as you search your backpack for another Healing Potion, etc - this also means that a character can't just 'CHUG CHUG CHUG' potions over and over. It also incentives planning, actually using the things you have collected and it neatly reminds you of the things you have.
I'll be making equipment cards for most items, so it should be clear who has what.
What do you think?
planning a new campaign for my Meetup and I'm wondering just how I can improve upon my last game. While it was a great campaign I've given my shortcomings a lot of thought and I'm doing my best ot solve some of the issues I had with it.
The game (most of them are, in fact, it being a public Meetup) is an open game - while each game has a stable player-base, every now and then a newbie shows up. Sometimes they come back for more. Sometimes they just leave halfway through. While it is a good setup for meeting new people, it gets quite clunky when it comes to diving loot, managing rations, ammunition, potions, etc, among other things. In addition, a lot of people 'call dibs' on things like potions, then never use them. In fact, they most likely forget they got them in the first place... while someone else can actually use them at this very moment.
So, here's an idea.
All the ammunition, the rations and consumable items (like traps, med-kits, potions, scrolls...) go to the party stash instead of character inventories. Same applies to gear that they find, yet nobody wants at this moment - 'no, you cannot sleigh of hand the 4 plate mails to sell them in town without the rest of the party noticing you'. Happens more often than I'd like to admit, in all honesty. Especially with newer players. These are shared by all party members and used when necessary. They can be sold with a majority vote - with 3 druids, who needs potions of Barkskin after all?
Each character has a number of 'Quickslots' equal to their Proficiency Bonus, assuming bandoliers, pouches and pockets. That's how many consumable items they have at the ready and they can take that many items from the stash to hold on their person - using these items is a standard procedure, as described in the PH. Changing your items or refiling them is an action, as you search your backpack for another Healing Potion, etc - this also means that a character can't just 'CHUG CHUG CHUG' potions over and over. It also incentives planning, actually using the things you have collected and it neatly reminds you of the things you have.
I'll be making equipment cards for most items, so it should be clear who has what.
What do you think?