<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Speeding Up Item Management</title>
	<atom:link href="http://www.treasuretables.org/2005/09/speeding-up-item-management/feed" rel="self" type="application/rss+xml" />
	<link>http://www.treasuretables.org/2005/09/speeding-up-item-management</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
	<lastBuildDate>Thu, 10 Nov 2011 17:04:00 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Prep-Light RPGs? - Treasure Tables</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-1705</link>
		<dc:creator>Prep-Light RPGs? - Treasure Tables</dc:creator>
		<pubDate>Tue, 21 Mar 2006 16:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-1705</guid>
		<description>[...] These RPGs tend to to have rules for most situations that come up during play (lengthy combat sections, for example), and they&#8217;re built to support a variety of play styles and goals. Prepping for &#8212; and running &#8212; these kinds of RPGs is a topic the topic of a lot of GMing advice, and has been for many years. (On TT, see: I&#8217;d Rather Rake Leaves than Do Prep, More Fun, Less Work, Speeding Up Item Management and Start Small.) [...]</description>
		<content:encoded><![CDATA[<p>[...] These RPGs tend to to have rules for most situations that come up during play (lengthy combat sections, for example), and they&#8217;re built to support a variety of play styles and goals. Prepping for &#8212; and running &#8212; these kinds of RPGs is a topic the topic of a lot of GMing advice, and has been for many years. (On TT, see: I&#8217;d Rather Rake Leaves than Do Prep, More Fun, Less Work, Speeding Up Item Management and Start Small.) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-459</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Mon, 10 Oct 2005 04:24:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-459</guid>
		<description>No problem! Glad to be an inspiration! :)</description>
		<content:encoded><![CDATA[<p>No problem! Glad to be an inspiration! <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Treasure Tables &#187; Using the Internet for Your Game</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-449</link>
		<dc:creator>Treasure Tables &#187; Using the Internet for Your Game</dc:creator>
		<pubDate>Fri, 07 Oct 2005 15:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-449</guid>
		<description>[...] In response to &#8220;Speeding Up Item Management,&#8221; Jason pointed out that handling game-related activities over email doesn&#8217;t tend to work well for more than about a month. I thought this was a very good point, and it got me to thinking about the perks and pitfalls of using the net for your game. [...]</description>
		<content:encoded><![CDATA[<p>[...] In response to &#8220;Speeding Up Item Management,&#8221; Jason pointed out that handling game-related activities over email doesn&#8217;t tend to work well for more than about a month. I thought this was a very good point, and it got me to thinking about the perks and pitfalls of using the net for your game. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-429</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 05 Oct 2005 15:19:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-429</guid>
		<description>(Jason) &lt;i&gt;I’ve always had problems getting things moved to email. It works well for the first month or so of a campaign, then it just kind of peters off… it’s very very annoying.&lt;/i&gt;

I think I&#039;m going to turn this topic into a post, because it seems like a pretty common problem. Thanks for the inspiration, Jason!</description>
		<content:encoded><![CDATA[<p>(Jason) <i>I’ve always had problems getting things moved to email. It works well for the first month or so of a campaign, then it just kind of peters off… it’s very very annoying.</i></p>
<p>I think I&#8217;m going to turn this topic into a post, because it seems like a pretty common problem. Thanks for the inspiration, Jason!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-426</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Wed, 05 Oct 2005 03:40:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-426</guid>
		<description>I&#039;ve always had problems getting things moved to email.  It works well for the first month or so of a campaign, then it just kind of peters off... it&#039;s very very annoying. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always had problems getting things moved to email.  It works well for the first month or so of a campaign, then it just kind of peters off&#8230; it&#8217;s very very annoying. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-372</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 28 Sep 2005 18:36:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-372</guid>
		<description>(I&#039;m back from my trip now. :))

As always, there are some excellent suggestions here in the comments! I particularly like Rudolf&#039;s expansion on the envelope idea, of drawing the container -- plus sealing it for locked items and including traps. Very clever. :)</description>
		<content:encoded><![CDATA[<p>(I&#8217;m back from my trip now. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p>As always, there are some excellent suggestions here in the comments! I particularly like Rudolf&#8217;s expansion on the envelope idea, of drawing the container &#8212; plus sealing it for locked items and including traps. Very clever. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rudolf Kraus</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-349</link>
		<dc:creator>Rudolf Kraus</dc:creator>
		<pubDate>Fri, 23 Sep 2005 02:35:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-349</guid>
		<description>There&#039;s an easy way around card storage.  I used envelopes for each player.  I even drew a picture of a backpack on the envelope, so that it&#039;s incredibly who has what gear.  If you want to give the players a chest of treasure, get another envelope, and write treasure chest on it, and fill it with whatever you like.  If you want to lock something, lick it closed.  And feel free to write TRAP on the inside, it&#039;ll be real funny to see the greedy player get hit.</description>
		<content:encoded><![CDATA[<p>There&#8217;s an easy way around card storage.  I used envelopes for each player.  I even drew a picture of a backpack on the envelope, so that it&#8217;s incredibly who has what gear.  If you want to give the players a chest of treasure, get another envelope, and write treasure chest on it, and fill it with whatever you like.  If you want to lock something, lick it closed.  And feel free to write TRAP on the inside, it&#8217;ll be real funny to see the greedy player get hit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-342</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 22 Sep 2005 18:22:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-342</guid>
		<description>I&#039;ve had mixed luck with message boards. I hit about 50% for management of who will be at sessions or not. I did have a little luck with item management in my previous campaign. Unfortunately, two of my players no longer have internet access, so the board has become a lot less useful.

Alchemy to identify potions is a nice idea, though kind of weird since alchemy is not part of making the potions. I like the spellcraft check idea though.

Standardized potions are nice also. I generally figure healing potions are labeled (you really never want to count on your buddy knowing which potion is the healing potion when he&#039;s trying to save you). In fact, in one previous campaign, given marked healing potions, I had PCs feed healing potions found on prisoners to them so they could be questioned and sent on their way (these were wilderness encounters, where it wasn&#039;t necessarily wrong that the goblins were about, but perhaps they needed to be a bit more tolerant of trade...).

Frank</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had mixed luck with message boards. I hit about 50% for management of who will be at sessions or not. I did have a little luck with item management in my previous campaign. Unfortunately, two of my players no longer have internet access, so the board has become a lot less useful.</p>
<p>Alchemy to identify potions is a nice idea, though kind of weird since alchemy is not part of making the potions. I like the spellcraft check idea though.</p>
<p>Standardized potions are nice also. I generally figure healing potions are labeled (you really never want to count on your buddy knowing which potion is the healing potion when he&#8217;s trying to save you). In fact, in one previous campaign, given marked healing potions, I had PCs feed healing potions found on prisoners to them so they could be questioned and sent on their way (these were wilderness encounters, where it wasn&#8217;t necessarily wrong that the goblins were about, but perhaps they needed to be a bit more tolerant of trade&#8230;).</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Fiala</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-340</link>
		<dc:creator>John Fiala</dc:creator>
		<pubDate>Thu, 22 Sep 2005 16:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-340</guid>
		<description>I use a messageboard in my games, generally a yahoogroup.  My players don&#039;t chat on them too heavily, but it&#039;s helpful for arranging when people won&#039;t be able to show up, setting up when games will happen, and to distribute important handouts to the group.

Never throught of using it in item management, though.</description>
		<content:encoded><![CDATA[<p>I use a messageboard in my games, generally a yahoogroup.  My players don&#8217;t chat on them too heavily, but it&#8217;s helpful for arranging when people won&#8217;t be able to show up, setting up when games will happen, and to distribute important handouts to the group.</p>
<p>Never throught of using it in item management, though.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-338</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Thu, 22 Sep 2005 14:09:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-338</guid>
		<description>&quot;I like the card idea. Although i am curious how that doesn’t slow the game down further.&quot;

Frank is correct that the trick is not to have a card for everything.  This is what I meant in my earlier post that you can go to far with the idea.  The short form is that cards should only track things that you really care about tracking.  Do you count every arrow religiously?  Then have a card for the quiver and mark them off.  Do you allow simple restock or even not worry about it?  No card.  You don&#039;t need cards for armor and other &quot;passive&quot; worn items unless they are the kind of things that the party trades a lot.

Martin, I used the index card box in my Fantasy Hero days.  It does help, but I speculate that the envelopes handled by the players (but stored with the DM) would work better.  It takes considerable time to dig through the box unless you organize by player anyway.

For potions, what we do is assume that potions of the same type made in a (widespread) culture always have the same flavor/smell/color sufficent to readily recognize them once the party has used a few.  Thus, a basic healing potion from Archipelago X is obvious to the natives.  That&#039;s why they don&#039;t label them, BTW. :D  If a very old potion was &quot;common&quot; in its day, it probably has no label.  An esoteric potion, however, usually does have a label.  In d20, I allow alchemy checks to discover potion properties (including whether a potion is spoiled or inert).  The net result of this system is that most potions are known by the party, but you still have plenty of reasonable situations where they can find something unknown (if you want).

OT:  Some people have reported that the card idea works well for spells.  It&#039;s a lot of work to prepare them, but very handy in play.  With complicated items, that&#039;s the real time savings as well.</description>
		<content:encoded><![CDATA[<p>&#8220;I like the card idea. Although i am curious how that doesn’t slow the game down further.&#8221;</p>
<p>Frank is correct that the trick is not to have a card for everything.  This is what I meant in my earlier post that you can go to far with the idea.  The short form is that cards should only track things that you really care about tracking.  Do you count every arrow religiously?  Then have a card for the quiver and mark them off.  Do you allow simple restock or even not worry about it?  No card.  You don&#8217;t need cards for armor and other &#8220;passive&#8221; worn items unless they are the kind of things that the party trades a lot.</p>
<p>Martin, I used the index card box in my Fantasy Hero days.  It does help, but I speculate that the envelopes handled by the players (but stored with the DM) would work better.  It takes considerable time to dig through the box unless you organize by player anyway.</p>
<p>For potions, what we do is assume that potions of the same type made in a (widespread) culture always have the same flavor/smell/color sufficent to readily recognize them once the party has used a few.  Thus, a basic healing potion from Archipelago X is obvious to the natives.  That&#8217;s why they don&#8217;t label them, BTW. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />   If a very old potion was &#8220;common&#8221; in its day, it probably has no label.  An esoteric potion, however, usually does have a label.  In d20, I allow alchemy checks to discover potion properties (including whether a potion is spoiled or inert).  The net result of this system is that most potions are known by the party, but you still have plenty of reasonable situations where they can find something unknown (if you want).</p>
<p>OT:  Some people have reported that the card idea works well for spells.  It&#8217;s a lot of work to prepare them, but very handy in play.  With complicated items, that&#8217;s the real time savings as well.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DM T.</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-337</link>
		<dc:creator>DM T.</dc:creator>
		<pubDate>Thu, 22 Sep 2005 11:32:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-337</guid>
		<description>Well, some of the items ideas are cool. I also use Monte&#039;s advice about item cards, as it&#039;s something for the player to actually hold on top of writing it on their character sheets.

But I would like to maybe contribute a small system I use for letting players ID potions.

At beginning levels, it&#039;s a nice challenge, even raising the money for Identify spell (100g) is a challenge in itself. In order to make life more easy for us, I allow a spellcraft check to verify magical properties and ID the potions.

The fomula I use is 10 + spell level + caster level = Spellcraft DC.

I also permit synergy bonus of +2 on potion ID check if Craft-&gt;Alchemy has 5 or more ranks.</description>
		<content:encoded><![CDATA[<p>Well, some of the items ideas are cool. I also use Monte&#8217;s advice about item cards, as it&#8217;s something for the player to actually hold on top of writing it on their character sheets.</p>
<p>But I would like to maybe contribute a small system I use for letting players ID potions.</p>
<p>At beginning levels, it&#8217;s a nice challenge, even raising the money for Identify spell (100g) is a challenge in itself. In order to make life more easy for us, I allow a spellcraft check to verify magical properties and ID the potions.</p>
<p>The fomula I use is 10 + spell level + caster level = Spellcraft DC.</p>
<p>I also permit synergy bonus of +2 on potion ID check if Craft-&gt;Alchemy has 5 or more ranks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/09/speeding-up-item-management/comment-page-1#comment-336</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 21 Sep 2005 23:50:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=38#comment-336</guid>
		<description>(Rob) &lt;i&gt;We have found that trying to swap magic items via email on online doesn’t work very well because invariably we are waiting for one person or another to check their email (or the message board) to verify that they don’t want something.&lt;/i&gt;

I&#039;ve never had a group that would -- as a group -- use a messageboard, but I&#039;ve always wanted to try it. It&#039;s too bad that it doesn&#039;t solve the whole problem for your group, because it seems like an idea with a lot of potential.

(Frank) &lt;i&gt;That’s a good way to do it, though it raises issues of how skills work. By requiring a skill check, then there is the possibility of not getting critical information.&lt;/i&gt;

Agreed. I always just winged it -- none of the info was critical, except in the sense that the item could be used &lt;i&gt;right then&lt;/i&gt;, instead of several days later back in town.

(Ryan) &lt;i&gt;I usually have a player quartermaster in my games, and what we usually do is that player runs auctions for each item that start at what the group could sell the item for (they have a vendor who eats the identify costs in exchange for getting to enter the first bid on every item).&lt;/i&gt;

This is a perfect example of a system (tip #5) that works well for your group. Very cool!</description>
		<content:encoded><![CDATA[<p>(Rob) <i>We have found that trying to swap magic items via email on online doesn’t work very well because invariably we are waiting for one person or another to check their email (or the message board) to verify that they don’t want something.</i></p>
<p>I&#8217;ve never had a group that would &#8212; as a group &#8212; use a messageboard, but I&#8217;ve always wanted to try it. It&#8217;s too bad that it doesn&#8217;t solve the whole problem for your group, because it seems like an idea with a lot of potential.</p>
<p>(Frank) <i>That’s a good way to do it, though it raises issues of how skills work. By requiring a skill check, then there is the possibility of not getting critical information.</i></p>
<p>Agreed. I always just winged it &#8212; none of the info was critical, except in the sense that the item could be used <i>right then</i>, instead of several days later back in town.</p>
<p>(Ryan) <i>I usually have a player quartermaster in my games, and what we usually do is that player runs auctions for each item that start at what the group could sell the item for (they have a vendor who eats the identify costs in exchange for getting to enter the first bid on every item).</i></p>
<p>This is a perfect example of a system (tip #5) that works well for your group. Very cool!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

