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13Swords

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  • RPG Biography
    I mostly run as a GM and world/system creator.
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    None in progress.
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    I like gaming. I like discussing ideas. I don't like dismissive attitudes.

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  1. Every system needs some measure of equipment. What that equipment is depends on the setting. The needs that are filled by that equipment stay mostly the same. Because I am always making new settings, I had an idea. Make a list of equipment roles. Then, in each role, list out the types of equipment that fill this role. Then, next to each type of equipment, write out the kind of stats it needs. Do not write out the stats- just the stats that it needs. Also, if it's not obvious why tracking it may be useful for game purposes, a description on the purpose for that kind of item. Example: Under survival role, i have the equipment type: food. Here's its' entries. "Food and Water: If you're traveling between settled areas, you need food. Bringing food with you makes for the quickest trip, and the least likely to run into problems. If you run out of food, you have to forage or hunt for it. This can negatively impact time-sensitive quests. Food and water: How much it weighs, and how many days it will get you through. Traps: Size creature it works for, and the damage it does. Bait: what kinds of creatures it attracts, and how potent it is so you know how wide a range it attracts from." I will post the list of equipment roles here. I will continue to put work in on this, but i realized that as system-universal as this is, it might be useful for people who are making new settings and need to establish what kind of technologies are prevalent in their world. If this is done right, it will be able to apply to any setting of any game system. Here's the list. Survival (Food and water, Medicine, shelter, heat) Combatives (weapons and sparring weapons, armor and exercise equipment, anything magic related, anything that functions as combat drugs or tranquilizers) Data (anything that records, transmits or otherwise communicates, encodes or decodes information) Observation (light, hearing devices, scopes, camouflage and scent covering) Mobility (things to move faster, things to move more weight, things to traverse difficult terrain) Social (If it has semantic, religious, exclusively monetary, legislative, etc value, it's social.) Comfort (Sanitation, chairs, decorations for your wagon) Storage (all types) Toolboxes and crafting benches (all types) Ammunition (all types) My ultimate goal with this is to create a resource that people can use to go through like a checklist when making settings so that they can remember not only what equipment to include, but the stats they need to include for equipment that fills that role. The thinking involved is simple, but there's a lot of it.
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