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Revisiting material components - enforcing in a game focused on resource-management
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<blockquote data-quote="5ekyu" data-source="post: 7501303" data-attributes="member: 6919838"><p>I would say this having played over the years with a variety of approaches and currently being involved in a 5e game with the unusual difficulty in materials and one with notably lighter handling.</p><p></p><p>I am an,old school "only number one pencil days" guy and i tend to detail inventories as a matter of course. Its how i cut my teeth on games with any form of inventory import. </p><p></p><p>I have also played fine in games where inventory was more freeform. It tends ti be more acceptable and maybe more enjoyable to have greater attention to detail on fantasy settings inventory and also say post-apoc (detail beyond weapons and armor) than say some modern, supers or scifi where a lot of routine assumptions are frequent.</p><p></p><p>I do enjoy games where the tracking and detail level is woven together with the play and performance *and* works together to add to the story. </p><p></p><p>But that presumes its done in a way that makes it a reasonable and reasoned part of the setting, which imo a more rigid (especially a surprise) management of the existing 5e item specifics fails to do. Tarts and Red Dragon scales for low level spells show different fl as vors of that problem.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7501303, member: 6919838"] I would say this having played over the years with a variety of approaches and currently being involved in a 5e game with the unusual difficulty in materials and one with notably lighter handling. I am an,old school "only number one pencil days" guy and i tend to detail inventories as a matter of course. Its how i cut my teeth on games with any form of inventory import. I have also played fine in games where inventory was more freeform. It tends ti be more acceptable and maybe more enjoyable to have greater attention to detail on fantasy settings inventory and also say post-apoc (detail beyond weapons and armor) than say some modern, supers or scifi where a lot of routine assumptions are frequent. I do enjoy games where the tracking and detail level is woven together with the play and performance *and* works together to add to the story. But that presumes its done in a way that makes it a reasonable and reasoned part of the setting, which imo a more rigid (especially a surprise) management of the existing 5e item specifics fails to do. Tarts and Red Dragon scales for low level spells show different fl as vors of that problem. [/QUOTE]
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