Pathfinder 1E Paizo's Adventure Gear Cards... Now What?

pjrake

Explorer
Just got them this weeekend and plan to use them at my next session. My question is: what are some tips in using them, other than just flat our give it to them.

Do you equip all the player's gear with them, even the simple ones, or just use them for magic items?

Does anyone use the unique code thingy, and how do you keep track of it?

What about storing them? Since you can write notes in the back, but do not really wanna damage the cards (or make them permanent), what are some ways you handle that?

Just want to pick the brains of those that have used or are using them in their games. Thanks!

-PJ
 

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I'd definitely only use them for magic items. I'd suggest using a card protector, then putting an item's information on some other type of card then putting both in the card protector. That way they get the look on one side, stats on the other.

When you initially hand them out, you can hold onto the stats bit until identified.
 


The period of play through which mundane items matter is so brief that in the interests of playability it's not even worth acknowledging. Nobody wants to count rations, 10' poles and 50' ropes. That's not fun for anyone but the "gritty realism DM". We do that stuff every day in real life.

We used those cards - supplemented by the Fantasy Money (bias admission: I produced it, but honestly, every player said "that's the best game innovation I ever saw!") - to great success.

We had an "adventurer's backpack" for 25gp, which included ropes, torches, pitons, etc. It meant we didn't have to worry about that stuff because, frankly, none of my players was interested in buying ropes and poles. So if you had one, you always had the mundane equipment you needed.

We used the cards for magic items. They were great. When they opened a chest, I'd hand them an envelope full of Fantasy Money and Paizo's Item Cards. They'd eagerly grab it and divide the loot physically. It really added something to the game.

I was happy to write on the back of the item cards in pencil. It wipes off just fine with an eraser. Unless you're viewing these things as immaculate collector's items rather than a tool, that works just fine. If you want immaculate collector's items, buy a few packs and don't take the shirnk wrap off.

So, in short - we loved them, and the benefit to our game was far greater than we ever expected. There's something about a group of players dividing up an envelope full of Fantasy Money and Item Cards that just works.

And, of course, the Fantasy Money element was brilliant - if you don't have it in you hand, you don't have it. The whole concept of recording GP disappeared. What you had was what you had. If you wanted o lend money to another player, you just handed it to him. Same with the Item Cards - "Hey, borrow my Dagger +2, just make sure you give it back". It's very clear who ahs what because they have the card.
 

The period of play through which mundane items matter is so brief that in the interests of playability it's not even worth acknowledging. Nobody wants to count rations, 10' poles and 50' ropes. That's not fun for anyone but the "gritty realism DM". We do that stuff every day in real life.

We used those cards - supplemented by the Fantasy Money (bias admission: I produced it, but honestly, every player said "that's the best game innovation I ever saw!") - to great success.

We had an "adventurer's backpack" for 25gp, which included ropes, torches, pitons, etc. It meant we didn't have to worry about that stuff because, frankly, none of my players was interested in buying ropes and poles. So if you had one, you always had the mundane equipment you needed.

We used the cards for magic items. They were great. When they opened a chest, I'd hand them an envelope full of Fantasy Money and Paizo's Item Cards. They'd eagerly grab it and divide the loot physically. It really added something to the game.

I was happy to write on the back of the item cards in pencil. It wipes off just fine with an eraser. Unless you're viewing these things as immaculate collector's items rather than a tool, that works just fine. If you want immaculate collector's items, buy a few packs and don't take the shirnk wrap off.

So, in short - we loved them, and the benefit to our game was far greater than we ever expected. There's something about a group of players dividing up an envelope full of Fantasy Money and Item Cards that just works.

And, of course, the Fantasy Money element was brilliant - if you don't have it in you hand, you don't have it. The whole concept of recording GP disappeared. What you had was what you had. If you wanted o lend money to another player, you just handed it to him. Same with the Item Cards - "Hey, borrow my Dagger +2, just make sure you give it back". It's very clear who ahs what because they have the card.

Awesome idea, thanks!

I'm going to print out the description of the magic items on cardstock, slip the magic items card on top loaders with the description in the back... if they know what it does, the turn it around so it's legible. If they do not know what the item does, they leave the card face down, hidden, until they discover what it does. If I trust the players, this can work well as I don't have to keep track of where they found it and what it does.

I will def use the money idea and hand out the "loot" in envelopes (or many some other prop that most resembles a fantasy setting).

-PJ
 

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