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A
Game of Cards
This
week I did something in my current campaign
that I've been meaning to try for years and
years -- ever since I was about 15 and saw the
Arduin treasure cards that came with
one of their adventures.
What
I did was put everyone's significant gear on
index cards, and put the treasure that they
found during the session on cards also. By significant
gear, I mean magical stuff, important adventure-related
things (like a vital key or a journal they found
with information), some masterwork stuff, and
some miscellaneous things, like the rings signifying
friendship and allegiance the characters all
received from the lords of an important and
magical place called Castle Shard.
To
be clear, I put together all the cards. This
was due to the fact that the players often leave
their character sheets in my game room (and,
let's face it, due to general player apathy
to doing outside-the-game work -- we all know
about that, don't we DMs?). It wasn't so bad,
though, because I'm not running an overly treasure-heavy
game right now, and the PCs aren't too high
level yet. Plus, it allowed me to create a "format"
for the cards.
First
off, they're color-coded. Blue cards for weapons,
purple for armor, green for miscellaneous magic,
white for one-shot items, and so on. Secondly,
each card has a description of the item at the
top: "Vial with bubbling blue liquid,"
for example. And then, whatever details they
know about the item are written below, like,
"potion of cure moderate wounds."
When
they get new treasure, however, the card has
just the description. Only when they get the
item identified or experiment with it somehow
do they get the details (which they then write
on the card).
Despite
my anal-retentive system, however, I've made
it clear that the cards are for the players
to do with as they wish. They can write notes
to themselves about an item's power or significance
or anything else.
In
Play
Some of the benefits of the cards were immediate
and obvious. The group has a number of special,
powerful magic items that they went to great
lengths to obtain specifically to help them
on their current very important mission. Since
they got the items, though, not a session has
gone by that there hasn't been some confusion
or disagreement about who had which item. The
cards alleviate that issue entirely.
More
generally, the cards make determining the exact
location of an item much easier. Trading or
lending items becomes easy and confusion-free.
When one player gives his friend the wand
of cure light wounds, he just hands her
the card. When a player drops his bow in order
to draw his sword to confront the oncoming foe,
it's easy to remember. He drops the card on
the table.
The
cards also give treasure more -- well, for lack
of a better term, I'll call it "urgency."
My group had got into a bad habit of just having
one player record all the treasure they might
collect on an adventure and never really give
much thought to who was carrying what or what
was even in the "loot" until the adventure
was over. This bad habit kept them from using
useful items they had right there along with
them at the time. When I hand the group a couple
of cards representing the important items they
find after a careful search of a room (or a
fallen foe), there is more urgency to deal with
those items immediately and treat them like,
well, actual physical objects.
Keeping
it Real
Thus, the cards make the items seem more real.
Another way to put it would be to say that the
cards make your items seem less intrinsic to
you. When you've got your gear right alongside
your spells and your feats written on your character
sheet, it all just feels like a part of you.
A player might never think to lend his friend
his wand of cure light wounds with it
written on his sheet, even if it's the smart
thing to do in the situation. In a way, there's
something permanent about something written
on your sheet. If you erase an item from your
sheet and someone else writes it on theirs,
it feels like that thing is gone forever.
Of
course, real objects get used. We've all seen
it. A player writes down some item on his character
sheet, but it gets lost amid all the stats and
skills and notes and he just doesn't think to
use it. With the cards, however, it's very obvious
what you have, and thus the items get used.
I saw more item use in that last session than
in the previous three, I'll bet (although circumstances
dictated that as well: the spellcasters were
pretty much out of spells and the whole group
as pushing themselves way past their limits
-- which is to say, things got very tense and
interesting).
I
like one-use items. I always have. I like the
idea of potions, scrolls, oils, or things like
the detonations from Monte
Cook's Arcana Unearthed. They give a
character an interesting power to use, but only
once, so the player has to be careful with them.
Using the cards makes me like one-use items
even more. In this particular session, they
kept finding one-use stuff and using it (and
others they'd found) just as quickly. In this
particular scenario, a lot of the NPCs carry
pills with them, as described in my steamtech
mini-supplement, "Harnessing
the Natural Laws," so there was a lot
of "pill popping" as they PCs came
across these -- particularly since these guys
conveniently scratch a clue as to the function
right into the pills themselves. Since the rule
is that, when a one-use item is used, the card
gets passed back to me, the cards were flying.
It added a really fun element to the session.
One
player, Erik, found that the cards made it easier
for him to organize what he was going to do
next (by the order in which he stacked them),
which I thought was cool. Hopefully the color
coding helped the players find the cards they
needed when they needed them. I noticed that
some players wrote all the game stats needed
for their attacks on their weapon cards, and
copied ranges and durations and such on their
scroll cards.
Lastly,
the cards make for treasure dividing among the
players easier and much more straightforward.
Some
Questions Remain
In a way, the cards worked so well, I'm tempted
to get everyone to put all their gear on cards.
For many characters, that would mean a serious
stack of cards. That might make things more
confusing, not less. I figure there's a compromise
in there someplace, but I'm not sure what. I'm
for sure going to start including alchemical
items on cards, though. Rope also seems like
something that could be nicely kept track of
(players are always cutting up their rope to
tie up prisoners, or leaving it behind after
they climb down a shaft, or something like that).
Beyond that, I'm not sure.
The
cards also pretty much mean that, unless the
PCs use a detect magic right away, I'm
going to have to make a card for everything
they take that might be magical -- otherwise,
I'm telegraphing to them that it's not. "Well,
you find a ring, but, uh, you don't need a card
for it." That clearly gives away the fact
that it's not magical. But I don't relish the
idea of creating a card for every gem or bit
of jewelry they come across. I just don't know.
So,
it's an idea that still in the working stages.
I don't know yet if the color coding will survive
(it's nice, but kind of superfluous). I don't
know exactly what I will or won't be putting
on cards in the future. But I know it's an idea
that is going to stick, and I can't recommend
it highly enough.
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