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Item/Weapon Sheet I think the core of any good campaign has a lot of fantastic magical weapons and items. In my campaigns I create a lot of items. I developed this item sheet a while ago with the goal of making one sheet to encompass every type of item. It can be used for anything, from weapons, to armor, to gemstones, to common items with unique characteristics. When introducing new items to the players, I think it is of paramount importance that the players are able to explore their findings. Rather then just hand them an item, and give them all the details, the players should be able to unlock the details by their own efforts. I find that this gives more interest and value to the item, and strenghtens cooperation and gameplay. Following this train of thought, the best way to introduce a new item would be to have a number of illustrated cards. Each card would have a further level of detail or aspect depicted on it. When the players declare that they investigate the aspect or area of the item, you could reveal the new card, and give further verbal descriptions. However, this process is really only good in theory, for two reasons. First, it would be a vast amount of work to create only 1 item, and you need to be a good - at least patient - illustrator. Secondly, if there is one thing I've found out over the years - It's that you want to keep papers to a minimum. Thats why its a good idea that any 2 sided sheets always be printed on 1 paper and not 2 stapled together. Producing a series of seperate cards for every item would just lead to too much clutter. With this item sheet I did the best to condense the theory in one page. The top window on the front is for an illustration of the item. In the case where there are important secondary details to unlock that need visual aids, I simply seperate the drawings far enough away that one can be easily covered with an index card hiding it, while the players look at the other. Next there are the visual description and detailed descriptions. When I present a new item, I usually just hand the sheet to the player recieving the item. Of course I always mention not to turn it over. Any player looking at the item from a reasonable distance is allowed to read the visual description. These are the details easily seen and noticable. The Detailed Description, is only readable by the players able to inspect the item extesnively. In many cases the players are able to read both descriptions at once. While the timing of revealing the information can be important, and lead to some interesting situations and game play, the core element is the information itself. The details, along with the visual aid, will lead the players to the true nature of the items abilities, powers, worth etc. Of course what kind of details, and how easily you make them uncovered is up to you. For more info on my thoughts of item creation, see the Mechanics of the Game section. Item/Weapon Sheet... |