Thomas Shey
Legend
Oh yeah, this is entirely a discussion of opinions.
Its not just opinion, but taste, and thus even one step farther down.
Oh yeah, this is entirely a discussion of opinions.
I suppose that touches on the thing I said about needing some experience to know when to focus on tracking vision and light sources so it's own kind of fun challenge for the players, rather than a chore with no particular stakes involved. Like if you go 'Oh by the way it's been an hour in-game, so your torch just burnt out and you can't see' - 'Oh ok, I just light another one', that's just busywork. It takes some discernment in running games to know when it would be the most interesting time for the torch to burn out, and when to gloss over it, and when to track it properly so the players don't think you're just arbitrarily dicking them over when it would be 'interesting' to do so.
I suppose that touches on the thing I said about needing some experience to know when to focus on tracking vision and light sources so it's own kind of fun challenge for the players, rather than a chore with no particular stakes involved. Like if you go 'Oh by the way it's been an hour in-game, so your torch just burnt out and you can't see' - 'Oh ok, I just light another one', that's just busywork. It takes some discernment in running games to know when it would be the most interesting time for the torch to burn out, and when to gloss over it, and when to track it properly so the players don't think you're just arbitrarily dicking them over when it would be 'interesting' to do so.
I don't get your meaning, can you elaborate?Its not just opinion, but taste, and thus even one step farther down.
I don't get your meaning, can you elaborate?
Related, but I think I've spoke before about the concept of "pointless resources that don't do anything". They are unfortunately common in game design! Light sources are often that. Encumbrance is almost always that. In video games, weapon durability, thirst, hunger, etc — all are things that are sooo easy to manage every time you have to manage them you only groan. Fine, whatever, I will throw some junk out, gimme a sec.I suppose that touches on the thing I said about needing some experience to know when to focus on tracking vision and light sources so it's own kind of fun challenge for the players, rather than a chore with no particular stakes involved. Like if you go 'Oh by the way it's been an hour in-game, so your torch just burnt out and you can't see' - 'Oh ok, I just light another one', that's just busywork. It takes some discernment in running games to know when it would be the most interesting time for the torch to burn out, and when to gloss over it, and when to track it properly so the players don't think you're just arbitrarily dicking them over when it would be 'interesting' to do so.
Related, but I think I've spoke before about the concept of "pointless resources that don't do anything". They are unfortunately common in game design! Light sources are often that. Encumbrance is almost always that. In video games, weapon durability, thirst, hunger, etc — all are things that are sooo easy to manage every time you have to manage them you only groan. Fine, whatever, I will throw some junk out, gimme a sec.
On an order even higher there is a weird thing with mechanics that you "expect" to have being made as toothless as possible. In videogames you can observe how reloading animations get faster and faster, while magazines get bigger and bigger with each passing year, because sometimes it's easier to just make a mechanic have minimal impact than to just remove it wholesale.
I think the second one is way more important the first.IMO, Encumbrance works best when:
At that point it's not a lot of bookkeeping, and it forces some interesting decisions about what to carry. And that's when tracking light sources can also become interesting, and not just burdensome, as long as the other rules around light and vision are well designed.
- It's based on number of items, not weight (possibly with some items taking up multiple slots, and some zero)
- The number of slots is pretty small.
Encumbrance is about choices. If employed correctly, players have to weigh options of things that might be useful or even life saving, versus being able to move faster or more quietly, as well as how much treasure they can make it out with. In the context of the classic dungeon crawl, encumbrance is just as important as light.I think the second one is way more important the first.
People shrug off encumbrance even when playing on VTTs that automate the bookkeeping, and don't mind tracking HP and spellslots and superiority dice and blood points and willpower and whatever when playing without any tools.
Generally, I think encumbrance is one of those cases where the mechanic is there only as a lip service, because without it people will complain that it's unrealistic to carry five swords, and with it being impactful people will complain that they can't carry five swords.