Monday 17 January 2022

Idleness and Paranoia

A recent (if November is recent) event of a game I am playing in saw my character ambushed in the course of carousing. While obviously, she wasn't carrying shield and sword, there was some debate about what how many coins she was carrying - as well as any expensive-looking personal items. 

I have no intention of re-inventing the wheel on this matter; we can make a rough guess at a character's civilian gear. Some charms, some money, a pocketknife. Exceptions for practiced thieves and tricksters, of course. Even if weapons may be openly carried, there is a distinction between the courtly small-sword and the claymore. One can imagine that wizards might be required to put a band around their spell-books, as a matter of security or courtesy. The same goes for their staffs; if it looks like it has an obviously magical function and Orvald the Orange is an outsider to the city of Zayana and can't claim it is mark of office, then it better not get brought out anywhere respectable.

But, of course, you wouldn't part an old man from his walking stick. Would you?

Enough on restrictions. This train of thought led me to the provision of non-encumbering items for two situations. These are not characterful or plot-enhancing, as Manola's (excellent) lists for different classes. They offer a modicum of roleplaying potential, but hopefully allow for unexpected uses of a relatively niche item. Carrying more than one would be unusual, and perhaps even uncomfortable. None are intended to be class-limited.

Firstly, let us consider 'hurry up and wait'. How many occasions will there be when a party of adventurers must wait, despite being largely ready to move on? Everyone's in their armour, with full packs - so no-one is actively relaxing - but still, the cleric needs to finish his prayers, the ranger is covering their tracks, the scholar is translating something on the cave walls. Small, portable amusements and pleasures. 

These are situated roughly as categories, rather than specifics. They all sit fairly closely in the pre-modern variety of settings that tend to characterise D&D (et al).

  1. Dice or knucklebones. Not too ornate; probably not loaded. Will the testing of probabilities confuse oracular predictions?
  2. Patience cards. Half the size of a regular pack, presumably less fancy, implies you know a few solo games. 
  3. Prayer beads. Simple, easily pocketed. Can also be used to count steps. 
  4. Counters (different designs on each side). Suitable for simple games like Noughts and Crosses or Nine Men's Morris. 
  5. Blindfold. Privacy, easily obtained. A relatively fine piece of cloth. 
  6. Compact musical instrument. A harmonica, a jaw harp, a tin whistle, a music box. Pocket-sized, not necessarily requiring any great talent, not a source of any real social cachet. If you play it and pass round the hat, you get coppers, not silver. Nothing loud enough to signal with, really.
The second category - as the title suggests - is hold-out items. Just in case. Nothing as impressive as a spy or practiced deceiver might carry, but present all the same. I have neglected to include the ever-popular boot knife

  1. A lockpick. Only one, and hardly ideal for every lock, but concealable and useful.
  2. A length of wire. A snare? A garrotte? Wraps neatly round the wrist; may be inside a piece of clothing.
  3. Trade coin. The coin you never spend. A good weight of precious metal, valuable anywhere they like shiny things. It might even be a blank disc or gemstone. 
  4. Marker stub. A small stick of material suitable for writing or marking most surfaces; chalk or wax pencil are possibilities. 
  5. Treated handkerchief. Do not confuse with regular handkerchief. This piece of cloth has been treated so that you can breathe through it in foul air or poison gas. It can be moistened to create a seal of sorts over nose and mouth. It smells unpleasant.
  6. Pocket mirror. A little larger than one square inch. Useful for signals, peering round corners and minor grooming.
All the above, of course, come from the school of equipment lists that is interested not so much in providing solutions for problems but in seeing what will happen when you give the players a new toy, no matter how small it is.

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