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<blockquote data-quote="vic20" data-source="post: 3017954" data-attributes="member: 1530"><p>In my Iron Heroes campaign, I had a lot of fun with props! </p><p></p><p>We used nice pro-quality poker chips for hit points, reserve points, and non-lethal damage, as well as for the Iron Heroes tokens. This made it very convenient for the party to glance around the table and see who was really hurt (and who was just whining).</p><p></p><p>We used Avalon Hill money (basically monopoly-style paper) for money. The amount was baselined as a silver piece, so a "10" would be equivilent to a gold piece. There were denomonations from 1 to 500. We used shiny plastic roman coins as "1000"s, which worked at to be equal to a 100gp Wealth Token for the optional wealth rules in Mastering Iron Heroes. I totally agree with whomever it was that posted about the utility and simplicity of not having to keep track of money anymore.</p><p></p><p>For items, we started the campaign with a bunch of stickers of equipment I printed , cut out, and stuck on some cheaper poker chips I picked up after christmas at the mall. These were black and white, and were scans from the Iron Heroes book, PHB, and Arms and Equipment guide. We had index cards with images of two hands, palm up, in front of each player, and the equipment the player chose to have in each hand was represented by a token (or tokens) in front of them. This removed my ever having to ask what people were holding as they adventured about. Also, when the items were thrown aside (or at opponents in the case of hand-axes and javelins), the token would be thrown onto the map.</p><p></p><p>Later in the campaign, I started making treasure cards.</p><p></p><p>Another prop we used was little felt stars. When any bad-guys were damaged, but with 2/3 or more of their HP, a yellow star would be placed against the mini. When they were between 1/3 and 2/3 HP, they'd get an orange star. When they were at less than 1/3 HP, they'd get a red star. This really helped focus the player's attention on how tough things were, and stopped the in-game player chatter and bookkeeping about enemy health, as the information was visible on the table.</p><p></p><p>I had a digital projector pointed down at the gametable running photoshop (inspired by the thread on that topic here at enworld), and when the map was at overland scale for the game opening ocean-voyage sequence, I had a really cool card-board collectible punch-out and assemble ship that would mark the group's progress. I can't remember the name of the game; I only ever bought the one pack.</p><p></p><p>It sounds like there are some great products to check out that have been mentioned in this thread. I hope to be able to have a group to play with again sometime so I can go full-bore with the items!</p></blockquote><p></p>
[QUOTE="vic20, post: 3017954, member: 1530"] In my Iron Heroes campaign, I had a lot of fun with props! We used nice pro-quality poker chips for hit points, reserve points, and non-lethal damage, as well as for the Iron Heroes tokens. This made it very convenient for the party to glance around the table and see who was really hurt (and who was just whining). We used Avalon Hill money (basically monopoly-style paper) for money. The amount was baselined as a silver piece, so a "10" would be equivilent to a gold piece. There were denomonations from 1 to 500. We used shiny plastic roman coins as "1000"s, which worked at to be equal to a 100gp Wealth Token for the optional wealth rules in Mastering Iron Heroes. I totally agree with whomever it was that posted about the utility and simplicity of not having to keep track of money anymore. For items, we started the campaign with a bunch of stickers of equipment I printed , cut out, and stuck on some cheaper poker chips I picked up after christmas at the mall. These were black and white, and were scans from the Iron Heroes book, PHB, and Arms and Equipment guide. We had index cards with images of two hands, palm up, in front of each player, and the equipment the player chose to have in each hand was represented by a token (or tokens) in front of them. This removed my ever having to ask what people were holding as they adventured about. Also, when the items were thrown aside (or at opponents in the case of hand-axes and javelins), the token would be thrown onto the map. Later in the campaign, I started making treasure cards. Another prop we used was little felt stars. When any bad-guys were damaged, but with 2/3 or more of their HP, a yellow star would be placed against the mini. When they were between 1/3 and 2/3 HP, they'd get an orange star. When they were at less than 1/3 HP, they'd get a red star. This really helped focus the player's attention on how tough things were, and stopped the in-game player chatter and bookkeeping about enemy health, as the information was visible on the table. I had a digital projector pointed down at the gametable running photoshop (inspired by the thread on that topic here at enworld), and when the map was at overland scale for the game opening ocean-voyage sequence, I had a really cool card-board collectible punch-out and assemble ship that would mark the group's progress. I can't remember the name of the game; I only ever bought the one pack. It sounds like there are some great products to check out that have been mentioned in this thread. I hope to be able to have a group to play with again sometime so I can go full-bore with the items! [/QUOTE]
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