Dr Midnight
Explorer
Hi everyone, I've been away for a while, but the D&D thing came back and smacked me in the face with a hearty dollop of loooove.
Now, I'm looking at starting two campaigns soon. I look forward to keeping up some ideas I've had for the months since my last campaign ended. It was what I've always known D&D to be- we ignored encumbrance and the needs of food, drink, and comfortable rest, and after the first adventure the players didn't want for any money, save for to buy powerful items. I want to change that in the future.
Mostly, I'm looking to grasp and hold that feel that the Knights of the Dinner Table seem to have. Yes, I know it's fictional, and not really the best example of a gaming group. Still, I think there's some great stuff to learn from all that I've read in those pages. The players in KoDT say things like "I'm hungry, let's stop into that tavern," or "Do they have any more of that dwarven firemead? That stuff was awesome!" or "I only have seven silver pieces. Man, we need some money, fast."
I'm planning to try some new things. Some of these are in the rules books, some are things other DMs have done, some are things I think D&D should correct in future editions:
All income halved
Characters must eat & drink regularly
Encumberance will be noted and used
PC skills kept and rolled solely by DM
Overland movement taken seriously and roleplayed
Shops only have a handful of items, based on their likelihoods, and few
special weapons
New skills, feats, etc. must be earned and justified
Nothing groundbreaking there. I feel that every one of these concepts will make the game more immersive, if something more of a hassle to keep up with. I believe the players will be far more interested in the world around them. What I'd like to know now is if anyone has suggestions for how to go about using some of these concepts in-game. My specific questions follow.
1. How do you keep track of a character's hunger? Do you just say "you're starting to get hungry, better find some food," or are there decent penalties you can impose on a character who's gone too long without food or drink?
2. Is there a downside to a DM rolling all PC skills, beyond his players whining about it?
3. Shops having only so many varied items is something I remember best from the FINAL FANTASY games, and I've been sad that every weapons shop in every town can likely sell you a Holy Avenger, because the DM doesn't want to spend the time determining what each shop has/hasn't that other shops do/don't. Is there a system for this, besides just rolling percentile each time a player asks if there is a certain kind of item?
Finally, does anyone else beside me think that the above ideas will really contribute to an immersive game, where your head is in tune with the character and the world around him/her? Will it all be worth it?
Thanks for your time.
Now, I'm looking at starting two campaigns soon. I look forward to keeping up some ideas I've had for the months since my last campaign ended. It was what I've always known D&D to be- we ignored encumbrance and the needs of food, drink, and comfortable rest, and after the first adventure the players didn't want for any money, save for to buy powerful items. I want to change that in the future.
Mostly, I'm looking to grasp and hold that feel that the Knights of the Dinner Table seem to have. Yes, I know it's fictional, and not really the best example of a gaming group. Still, I think there's some great stuff to learn from all that I've read in those pages. The players in KoDT say things like "I'm hungry, let's stop into that tavern," or "Do they have any more of that dwarven firemead? That stuff was awesome!" or "I only have seven silver pieces. Man, we need some money, fast."
I'm planning to try some new things. Some of these are in the rules books, some are things other DMs have done, some are things I think D&D should correct in future editions:
All income halved
Characters must eat & drink regularly
Encumberance will be noted and used
PC skills kept and rolled solely by DM
Overland movement taken seriously and roleplayed
Shops only have a handful of items, based on their likelihoods, and few
special weapons
New skills, feats, etc. must be earned and justified
Nothing groundbreaking there. I feel that every one of these concepts will make the game more immersive, if something more of a hassle to keep up with. I believe the players will be far more interested in the world around them. What I'd like to know now is if anyone has suggestions for how to go about using some of these concepts in-game. My specific questions follow.
1. How do you keep track of a character's hunger? Do you just say "you're starting to get hungry, better find some food," or are there decent penalties you can impose on a character who's gone too long without food or drink?
2. Is there a downside to a DM rolling all PC skills, beyond his players whining about it?
3. Shops having only so many varied items is something I remember best from the FINAL FANTASY games, and I've been sad that every weapons shop in every town can likely sell you a Holy Avenger, because the DM doesn't want to spend the time determining what each shop has/hasn't that other shops do/don't. Is there a system for this, besides just rolling percentile each time a player asks if there is a certain kind of item?
Finally, does anyone else beside me think that the above ideas will really contribute to an immersive game, where your head is in tune with the character and the world around him/her? Will it all be worth it?
Thanks for your time.