What Level of Detail Do You Like in Your Games?

It really depends on what I'm running. I don't bother tracking small stuff or really worrying about the details for a one shot or even a short series of one shots ( mini campaigns)

Longer running campaigns get more detail treatment. If the PC's are going to be running around in a world long enough to be a major force then I want the world to feel a bit more alive. Keeping track of details helps with this. I don't bother roleplaying out every scene when shopping but a handwave of "you top off all your supplies" doesn't do either. The PC's may find themselves in places where certain items just aren't available at any price. If the adventure revolves around helping a starving village fight off raiding humanoids the PC's shouldn't be walking into town and just buying weeks worth of rations. Food might not be for sale at any price and the only way to get any might be to hunt or take it back from the raiders.
I find such situations more satifying than just crossing off a few gp for food.
 

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When DMing, I hand-waive or house rule small stuff like non-magical ammunition and rations and such.

As a player, those rare few, tantalizing moments when I get to be a player, I go into evey itty bitty details of my character. 3.5 wizards, for example, I chart out their encumberance, what they are carrying, how they are carrying it on their body, the full contents of their spell component pouch, what their arcane mark looks like, how many pages of their spellbook they've used...yeah, you get the idea. :D
 

When DMing, I hand-waive or house rule small stuff like non-magical ammunition and rations and such.

As a player, those rare few, tantalizing moments when I get to be a player, I go into evey itty bitty details of my character. 3.5 wizards, for example, I chart out their encumberance, what they are carrying, how they are carrying it on their body, the full contents of their spell component pouch, what their arcane mark looks like, how many pages of their spellbook they've used...yeah, you get the idea. :D
I know what you mean... it's so rare for me to be a player that I have to savour every moment of it. That and all the creative juices I normally use as a DM have to find an outlet somewhere. :angel:
 

I think that D&D is a game with a number of different phases and as a DM, I tend to handle each phase differently with respect to detail and mechanics.

In 3.5E, for example, the first phase is when the PCs are under 3rd-4th level. At this point, cash is usually very short and the PCs are always scraping around for money.

The game is grittier and deadlier and the PCs are often one or two hits from death. There is also not so much meta-record keeping for me to do (i.e. buff/debuff, spell duration etc) and so I have some resources available to track this kind of stuff.

This phase is when I like to run site based dungeon type adventures because it allows the players to develop their characters a little without having to worry too much about story. Dungeon adventures also make more sense when the PCs are low level, at least IMHO. So in this phase, I want encumberance tracked (I have a copy of all character sheets on my laptop in excel and it calculates encumberance automatically) and I will track every last arrow and spell. I require spellcasting tell me what spells they have prepared and I keep the list and mark it off.

In later phases of the game, the meta-resource tracking starts to take over, and besides, the PCs are beyond the stage where this kind of book-keeping makes sense. They often have bags of holding anyway and so it is not so important.

So in summary, I would say that the different phases of D&D lend themselves to different levels of book-keeping and I find this refreshing and an important reason why low-level play is very satisfying for me.

As a player, I insist of total track of my PCs resources because it allows me to focus on something and keeps my attention away from annoying the other players. I hate the DM emeritus and since I can easily become one, I will try any tactic to rein myself in.
 

For me, as a DM, I track time most of all. Time and distance. After that anything else that will influence survival. For instance if the players are operating in the field, far away from reinforcements and resupply, then rations, ammunition, wear and tear, weight carried, amount of rest, water supply, all that stuff, and much more, directly affects survival.

For me "adventures" are always, and have always been as much about equipment, stores, water, supply trains and ability to resupply, being able to forage, and survive in hostile environments, conditions, and places as about anything else. Because that's the way it really is, and in the field arrows don't just magically appear when you've run out or water bubble up out of the ground in a desert. Yes, I know sometimes you can use magic to create water, that also uses resources that might be needed in a real emergency if only a little preparation had been employed earlier. But to me the survival aspect is as much a danger and a threat as the monsters and the maniacs. As a matter of fact if you can't survive your own lack of forethought about basic survival issues, how will you possibly survive encountering monsters who make a living out of out-surviving the people who come to kill them?

You have to go in prepared and knowing that both how you posture for an adventure, and how you act while underway, are both central to your success, and ability to survive. Resources just don't always appear out of the blue, and you have to know how to prepare yours, use them wisely, and find more if you exhaust yours. Plus the lives of your comrades may be at stake if you don't know how to survive, though I find it hard to imagine anyone who would do that kind of thing for a living not knowing how to survive. In practically any environment. It's like trying to imagine a Special Forces soldier saying to himself, "oh well, I'll find something to eat eventually, perhaps by accident" "maybe it will all work out for the best," or "the other guy will know what to do so I'm not gonna worry about be prepared for that." I always tell my players, "the odds of you living are in your hands, it won't be an accident or luck if you live through this, it'll be because you are trained and prepared. Because you know how to react."

I play my own characters in the same fashion. I'll cut out arrows from corpses and clean them, save scraps of food, scout for water, strip equipment from others if needed, set traps, use misdirection, get detailed intelligence about a place before I go there so I'll have some idea about what kinds of equipment I'll need, dig out and stock resupply holes (if I can, if the situation allows it), map, prepare in my mind defensible retreat routes and strong points based on where we travel, and I'll always be prepared to hunt, snare, and forage.

In a bad situation, when others are out to actively kill you and even the environment itself is always potentially lethal, you don't die from lack of trouble, you die from a lack of training.

I loathe tracking any detail that isn't relevant to gameplay. So I would enjoy tracking water if I were in a game where the party was stranded in a desert, and finding water was a difficult and important task. In contrast, I would hate tracking water if I were in a game where finding water was an easy matter requiring no decision making or difficulty. In that case, tracking water becomes a rote exercise. Tracking water in such a game seems about as unwise a DMing decision as requiring the players to publically declare when their character goes to the bathroom.

I agree here. When resources are easy to come by then there is no point to tracking supplies. They are easily replenishable. When they are not then they are part of the overall survivability issue. Then lack of resources can be as dangerous as a man with a knife to your throat.

I really was into the minutiae of it all until one time, in a game wherein I was a player, we were walking for several days in the wilderness, when suddenly, the DM asks us all for our character sheets. He looks them over, gives them back, and announces: "None of you have food in your backpacks. You've been walking for several days. You're all dead of malnutrition" (He was serious, but he was a noobie DM).

He obviously wasn't doing it right. If you were hungry he should have said, you're out of food and water, and feeling sluggish and weak. What are you gonna do about it? It takes a long time for a man to starve, and even a few days to die of thirst (though that all depends on how active you are). You give people a chance to forage, hunt, scout, or try something else. That's not really a matter of detail on the player's part, as much as bad refereeing.
 
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