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<blockquote data-quote="Water Bob" data-source="post: 5410615" data-attributes="member: 92305"><p>Absolutely. I think its only important if a PC asks. If the PC doesn't ask, then whatever was on the dead hobby might be transferred to the dead ogre that they kill in the next encounter.</p><p> </p><p>And, like you said, if you've established what an opponent carries--or the type of stuff, but not necessarily the exact stuff--then you can just reply, "You find a silver ring, three copper pieces, a jewel hilted dagger, and a few odds-n-ends of usual stuff," to the player when he asks what he finds when he searches the corpse. They'll have an idea of the "few odds-n-ends", and if they need something, they can ask for it: "Is there any fishing line included in those odds-n-ends?"</p><p> </p><p>Also, there's nothing wrong with making up stuff on the spot, ad-lib, not worrying about it unless a PC asks.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>In my game, I'm trying to make the game world more "real" and interesting to the players by being more descriptive about things.</p><p> </p><p>Instead of 3 battleaxes being recovered from among the dead, they might find two, fairly plain, no frills, simple, but servicable battleaxes. They look mass produced. One, though, has a pine handle and filligree design on the blade. "Pine handled you say? Why such a soft wood? Why not oak? And, what's this design"</p><p> </p><p>Leads to red herrings and interesting thought--and just makes the game world smell and taste more real.</p><p> </p><p>If my player's PC picks up a normal dagger off a corpse to replace the one he lost, I don't want it to just be a "dagger". I want to make them distinctive, as they woud be in real life. With three to choose from, one would be the medium length dagger with the horn handle. The other has the longest blade, but the point is chipped off, and it has a lacquered bone handle. The last has an ivory handle, wrapped with wire, and a gem--or a piece of glass (skill check)--on the end of it. It's got a small, brass guard and a short blade.</p><p> </p><p>Mechanically, the GM knows that all three daggers are the same, stat-wise.</p><p> </p><p>"Which dagger do you take?"</p><p> </p><p>What the player records on his sheet is that he now has the irvory handled dagger with a short, straight blade. Not just your generic "dagger".</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5410615, member: 92305"] Absolutely. I think its only important if a PC asks. If the PC doesn't ask, then whatever was on the dead hobby might be transferred to the dead ogre that they kill in the next encounter. And, like you said, if you've established what an opponent carries--or the type of stuff, but not necessarily the exact stuff--then you can just reply, "You find a silver ring, three copper pieces, a jewel hilted dagger, and a few odds-n-ends of usual stuff," to the player when he asks what he finds when he searches the corpse. They'll have an idea of the "few odds-n-ends", and if they need something, they can ask for it: "Is there any fishing line included in those odds-n-ends?" Also, there's nothing wrong with making up stuff on the spot, ad-lib, not worrying about it unless a PC asks. In my game, I'm trying to make the game world more "real" and interesting to the players by being more descriptive about things. Instead of 3 battleaxes being recovered from among the dead, they might find two, fairly plain, no frills, simple, but servicable battleaxes. They look mass produced. One, though, has a pine handle and filligree design on the blade. "Pine handled you say? Why such a soft wood? Why not oak? And, what's this design" Leads to red herrings and interesting thought--and just makes the game world smell and taste more real. If my player's PC picks up a normal dagger off a corpse to replace the one he lost, I don't want it to just be a "dagger". I want to make them distinctive, as they woud be in real life. With three to choose from, one would be the medium length dagger with the horn handle. The other has the longest blade, but the point is chipped off, and it has a lacquered bone handle. The last has an ivory handle, wrapped with wire, and a gem--or a piece of glass (skill check)--on the end of it. It's got a small, brass guard and a short blade. Mechanically, the GM knows that all three daggers are the same, stat-wise. "Which dagger do you take?" What the player records on his sheet is that he now has the irvory handled dagger with a short, straight blade. Not just your generic "dagger". [/QUOTE]
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