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Defining "New School" Play (+)
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<blockquote data-quote="Thomas Shey" data-source="post: 9385367" data-attributes="member: 7026617"><p>I have some complex feelings about this, but they only apply to settings with some serious scarcity issues. </p><p></p><p>As an example, in a post-apocalypse setting where some supplies are possible to purchase, but only in some places that PCs may be away from for extended periods. In extreme cases this is, of course, less like routine supply tracking and more like tracking consumable magic items, but there can be some interim cases (crossbow bolts come to mind).</p><p></p><p>Mind you, this only matters if its the sort of game that's focused at least in part on the survival elements of that kind of setting, and its hard to get those to be interesting and not annoying, but if that's what you want to focus on in part, some tracking here seems warranted.</p><p></p><p>In most sorts of games, its just tedium; set a maintenance cost for characters and move on.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9385367, member: 7026617"] I have some complex feelings about this, but they only apply to settings with some serious scarcity issues. As an example, in a post-apocalypse setting where some supplies are possible to purchase, but only in some places that PCs may be away from for extended periods. In extreme cases this is, of course, less like routine supply tracking and more like tracking consumable magic items, but there can be some interim cases (crossbow bolts come to mind). Mind you, this only matters if its the sort of game that's focused at least in part on the survival elements of that kind of setting, and its hard to get those to be interesting and not annoying, but if that's what you want to focus on in part, some tracking here seems warranted. In most sorts of games, its just tedium; set a maintenance cost for characters and move on. [/QUOTE]
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