Hussar
Legend
Gnome Stu said:It's not paranoia!
In some groups, alright, fine, it might be. But I don't accept that as a blanket rationale for this behavior.
From my perspective, again I bring up the post I made awhile ago. If I were an adventurer, you're darn right I would care about every piece of equipment I own, that my fellow crazy-people own, how they're distributed, possibly (and probably, depending on the item) even where they're being carried.
These are things that sensible human beings doing ridiculous things would worry about. It therefore makes complete and utter sense, to me, that adventurers would - and should - similarly care.
And, I completely agree. The character would care about every piece of equipment. And, in the system I propose, he knows EXACTLY what he's carrying at any given time. He can produce any item needed on demand, so long at its reasonable. And, I trust my players to know what reasonable is. I also trust my players to pull stuff out of their backpacks that would be fitting with the character they're playing and would likely be themetically appropriate to the setting. Because, well, my players are pretty groovy that way.
So, no, tracking pitons is not necessary for me.
Now here's a couple of interesting points:
S'mon said:The game yesterday, all the NPC interaction was potentially important, one PC met a halfling baker/inventor and got a lead on an adventure (rescuing missing halfling youths from the goblins in the Despot Ruins), another made friends with a fellow paladin/escapee and got a slave collar off her neck, without getting them killed or otherwise into more trouble. They could have gone different ways, done different things, but everything they did was interesting (or else I skimmed over it), and their decisions to do or not do certain things were their own, and had meaningful consequences.
You describe two scenes here. Is that everything that occured in the session? How long did it take to play these scenes out? Because, if the scenes were about 30-40 minutes each, we're on exactly the same page.
Although, I do find it funny that you complain about DM driven plot, and yet have two plots here that are entirely DM driven - placing NPC's for the players to interact with who just "happen" to have vital information for the players. I did mention that this is the kind of stuff I WANT to see in the game. This are not examples of stuff I don't want to see - like spending an hour shopping for supplies.
And Exploder Wizard - you've done exactly what I was suggesting. Taking unimportant, trivial details and turned them into a 3 second statement. Bravo. This is precisely the kind of thing that can up the rate of pacing. The first time you have the "setting the watch scene" maybe it takes a bit of time. But, after that? Never again unless there's some reason it matters.