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<blockquote data-quote="Vascant" data-source="post: 5696835" data-attributes="member: 13927"><p>Depending on a few things, your group may be a bit spoiled. So keep in mind what is fun for my group may not be fun for yours. Are these things really that normal where it has to be stated "there'd be no Heward's Handy Haversacks or Portable Holes". Also if you keep track of what is put in it I wouldn't be to shocked to find yourself over the limit.</p><p></p><p>Now this part comes down to personal style I think so not going to state what you should do, merely will state what I do. I am always writing notes in a composition notebook for the campaign, if players leave something behind and I make a note of what and where, also at the time will come up with a small table of what happens to it (This I kind of flesh out as time goes by but it is based on that area and if they are staying in the area you can use this table for a few other things as well). based on what precautions the players take, stuff may be there and may be gone, good luck. The key here is my players know it is based on random luck if their stuff is there or gone. Now do they want to track down there hidden items? That's up to them and could be an interesting evening or evenings.</p><p></p><p>If they have an actual base of operations, this is where it gets tricky. Based on precautions, the area and enemies I usually come up with a time table of whats going to happen around the base, also important there is a chance the would be thieves fail. I also need to stress much like a bag of holding, there are rules and laws concerning home ownership, nothing like being a land owner to get a group of adventures into politics.</p><p></p><p>One of the smartest things I learned as a DM is that if I always make my decisions based on actions of the players and never just a wave of the hand, I seldom go wrong or "unfun" because there is always a way for such things to be recovered. Not sure how good you are at just winging it because it may be a few sessions of that, also just because they are not doing what you planned out (exploring some cave some place else) does not mean they are not having fun <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As stated, this is what works for my group.</p></blockquote><p></p>
[QUOTE="Vascant, post: 5696835, member: 13927"] Depending on a few things, your group may be a bit spoiled. So keep in mind what is fun for my group may not be fun for yours. Are these things really that normal where it has to be stated "there'd be no Heward's Handy Haversacks or Portable Holes". Also if you keep track of what is put in it I wouldn't be to shocked to find yourself over the limit. Now this part comes down to personal style I think so not going to state what you should do, merely will state what I do. I am always writing notes in a composition notebook for the campaign, if players leave something behind and I make a note of what and where, also at the time will come up with a small table of what happens to it (This I kind of flesh out as time goes by but it is based on that area and if they are staying in the area you can use this table for a few other things as well). based on what precautions the players take, stuff may be there and may be gone, good luck. The key here is my players know it is based on random luck if their stuff is there or gone. Now do they want to track down there hidden items? That's up to them and could be an interesting evening or evenings. If they have an actual base of operations, this is where it gets tricky. Based on precautions, the area and enemies I usually come up with a time table of whats going to happen around the base, also important there is a chance the would be thieves fail. I also need to stress much like a bag of holding, there are rules and laws concerning home ownership, nothing like being a land owner to get a group of adventures into politics. One of the smartest things I learned as a DM is that if I always make my decisions based on actions of the players and never just a wave of the hand, I seldom go wrong or "unfun" because there is always a way for such things to be recovered. Not sure how good you are at just winging it because it may be a few sessions of that, also just because they are not doing what you planned out (exploring some cave some place else) does not mean they are not having fun :) As stated, this is what works for my group. [/QUOTE]
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