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What's in your GM "bug-out bag"? Tips for running a TTRPG session on the fly and on the go
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<blockquote data-quote="Blue" data-source="post: 7385915" data-attributes="member: 20564"><p>My "D&D-like" I prefer to run is 13th Age. It's a d20 OGL by lead designers of D&D 3.0 and 4e.</p><p></p><p>Among it's advantages is that it's quick to prep, easy to improv foe statistics, and the publisher gives you the PDFs when you buy the hardcovers. Oh, and it's really easy to have pre-gens with everything but name, One Unique Thing, and Backgrounds done so the mechanics are already worked out but there's still a huge amount of customization to make the character yours.</p><p></p><p>So my gaming bag is:</p><ul> <li data-xf-list-type="ul">Core book plus extra monster book.</li> <li data-xf-list-type="ul">Cheap tablet (kindle <$40) with all of the material in PDF, plus adventures, plus things like a monster index across all the products.</li> <li data-xf-list-type="ul">Pre-printed notes. For me it's my campaign, for random one-shots it could be pre-gens and other hand-outs.</li> <li data-xf-list-type="ul">Dice, including plenty to lend.</li> <li data-xf-list-type="ul">Half index cards - green for characters and orange for "Foe #1", ... that I use to lay out Initiative during combat so it's obvious who's next.</li> <li data-xf-list-type="ul">Steno pad for notes and a couple of mechanical pencils.</li> <li data-xf-list-type="ul">Poker chips - I put out piles on the table and players reward other players for cool RP with them. <em>They have no mechanical value</em>, yet players still like getting them for the accolades. If I was running 5e I'd have them be inspiration, not caring that it goes out more frequently then once a session.</li> <li data-xf-list-type="ul">A cardboard envelope with a bunch of rpg portraits that I printed out 3x3 years ago, so I can pull out random NPCs and have a visual (which can quickly become more). </li> </ul><p></p><p>Could easily include a wet-erase battlemap and markers but we play theater of the mind. Same for including a padded box of minis.</p></blockquote><p></p>
[QUOTE="Blue, post: 7385915, member: 20564"] My "D&D-like" I prefer to run is 13th Age. It's a d20 OGL by lead designers of D&D 3.0 and 4e. Among it's advantages is that it's quick to prep, easy to improv foe statistics, and the publisher gives you the PDFs when you buy the hardcovers. Oh, and it's really easy to have pre-gens with everything but name, One Unique Thing, and Backgrounds done so the mechanics are already worked out but there's still a huge amount of customization to make the character yours. So my gaming bag is: [LIST] [*]Core book plus extra monster book. [*]Cheap tablet (kindle <$40) with all of the material in PDF, plus adventures, plus things like a monster index across all the products. [*]Pre-printed notes. For me it's my campaign, for random one-shots it could be pre-gens and other hand-outs. [*]Dice, including plenty to lend. [*]Half index cards - green for characters and orange for "Foe #1", ... that I use to lay out Initiative during combat so it's obvious who's next. [*]Steno pad for notes and a couple of mechanical pencils. [*]Poker chips - I put out piles on the table and players reward other players for cool RP with them. [I]They have no mechanical value[/I], yet players still like getting them for the accolades. If I was running 5e I'd have them be inspiration, not caring that it goes out more frequently then once a session. [*]A cardboard envelope with a bunch of rpg portraits that I printed out 3x3 years ago, so I can pull out random NPCs and have a visual (which can quickly become more). [/LIST] Could easily include a wet-erase battlemap and markers but we play theater of the mind. Same for including a padded box of minis. [/QUOTE]
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What's in your GM "bug-out bag"? Tips for running a TTRPG session on the fly and on the go
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