Welcome to this week’s blog book club. This week we are continuing our recent theme of items by discussing OD&D Equipment by Brendan S. of Necropraxis.
Next week we’ll be reading about ammo dice in “Abstracting Missiles,” also from Brendan S.
You can see a list of previous blog club posts here.
As a kid, when I first started making characters in 3e I always felt like the process came to a screeching halt as soon as it was time to roll up the gold and buy inventory. After creating what seemed like the perfect badass with stats, feats, and skills it felt like spending any additional brain power to fill out the pack was unnecessary. The material concerns of my adventurer were uninteresting at the time. While my days of painstakingly crafting bland Legolas clones are long behind me, the problem of equipping new PCs remains a drag to some.
Today’s blog post aims to combat the start of game shopping sprees with randomized tables based on classes for OD&D. The post starts off with a breakdown on the categories of equipment which could be a useful reference. I enjoyed the analysis of learning about the adventuring world through assumptions of the gear that everyone will have. For me, the best parts of the post were the more extravagant ideas like scrolls. The idea of Clerical scrolls are fun (though probably best re-themed as relics or scripture and I also appreciated the advice for mages to carry high level single use scrolls.
The discussion of OD&D rules explicitly stating whether monsters and other antagonists are more distracted by food or treasure was interesting to me as those are rules which I would have appreciated when starting to DM but are largely absent in later editions.
Having bundles for re-equipping is also a nice touch because sometimes I feel like starting packages throw players an escape rope but then every subsequent trip to town is still a slog. Re-equipping bundles help solve this problem. And again I feel like this equipment tells us about the default campaign world and I for one like that gothic monster slaying is at the forefront of the minds of adventurers.
To test out the table I did an example roll on the starting equipment table for a fighter who had (read in the cadence of a Wes Anderson Movie Character):
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plate armor
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shield
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sword
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light crossbow
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case with 30 quarrels
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backpack
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waterskin
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lantern
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4 flasks oil
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1 week iron rations
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10′ pole
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5 Gold Pieces.
Overall, this is perfectly serviceable. It will get a game up and running quickly and reduce barriers to play by lessening the time between filling out paper work and imagining a fun and dangerous world together. I appreciate any tools that are in service to that goal. I think these ideas have since been taken further by creating starting equipment tables with more personality which allow players to adopt (or reject) an immediate role based on what they carry.
I am currently running into the odd remastered and perhaps one of my favorite things about this and the NSR games that spring from it, such as Cairn, is how starting equipment can load the early adventure of a campaign with dramatic potential. What’s your experience like when you or your players go to kit out a PC?