Usually, I talk about some of the
solutions I have for certain tabletop role-playing game issues or
general concepts. This time, I will instead talk about elements I
haven't seen used very much over the time I've played. Some of these
could be overlooked for good reason, but I still want to list them
for the purposes of discussion. In general, they will tend to be big
things I feel should be used more often.
Languages
It's common to
select different languages based on an assortment of conditions
(feats, intelligence, etc.). However, I haven't really seen this
amount to much in practice. Properly using language as a cultural
barrier in foreign lands can create a unique experience as well as
make learning new languages through mechanics a viable option,
instead of being mere fluff.
Food/Rations
I haven't played
very many games where rations and food play a major factor. I've
played a few, and remember them fondly, but in general it seems to be
work for no real gain in most games. As a quick aside, it is easy
enough to abstract that stuff away by having players say where they
wish to go and have the costs paid as they leave the town/city.
Owning Property/Businesses
In D&D 5th
edition, we have a set of rules for property and businesses in the
Dungeon Master's Guide. In my opinion, the math tends to work out in
such a way that it isn't that attractive as an option. When they do
play a role, I have noticed that they don't really contribute to the
story (excluding the times where players are close enough to their
property to be able to go there during their down time). However, if
we are dealing with earth shattering events, player owned keeps and
businesses can and arguably should play major roles in the story. If
their business or property is doing well, it can overlap with the
“Reputation” section below.
Reputation
It could be the
kinds of games I played, but in general the impression the players
make on other characters is overlooked. I don't mean just on major
characters, but for simple people who might have heard the stories. I
say this since I remember a story of one adventure we did as a group
being so distorted that it took us multiple sessions just to realize
that they were talking about something we did as the party. To really
consider this element, even things such as items and clothing need to
be considered, since they can also carry their own reputation. Once
again, for some kinds of games, this could just drag the game to a
halt. For political intrigue games, I would probably say this kind of
thing should play a major role. In general, seeing the effects on the
world, even if it is extremely small such as a character remembering
a favour or slight, should be present in a game to make the world
come to life. Even if the characters aren't important enough to make
big changes, things should still be happening that will affect them
in some way. It could be fluff or minor, but having the world change
instead of remaining static can be a good thing.
Longish Term Injuries and Consequences
Let me clear, by
longish I mean multiple sessions. It can be cured 2 sessions later in
a temple, but for my purposes, that is still long term. Usually,
injuries don't that have other effects than lower health points until
you rest or heal. However, even if it is temporary, long term
injuries and other consequences, when done fairly, can add immensely
to the overall tone of the game (this will once again depend on the
tone you are trying to create as a Dungeon Master). It could just be
the kinds of games I ended up playing in, but often times the general
Conclusion
Those are the
first 5 that came to my head. If there is something that you felt
reading this that should have been mentioned or I should have left
off, feel free to say so. This is also true if you feel there is a
good reason those elements aren't being used more often. I merely
wanted to get some more attention on these topics and have people
consider these elements.
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