Sunday, December 4, 2011

Wandering Monster Cards cont.

Continuing my project of trying to streamline the wandering monster process in my game.  I thought of a few things since the last post: 1) I love the simple white HD number on a black silhouette, nothing easier for me to read, but I realize different systems might have different numbers for creatures or that you might want to tinker as a DM with variant and such.  So we could leave a blank circle to write in HD like this:
I don't think I would even need explicit spots for attack and defense #s, you can just write attack high and defense low. But if you think it is necessary I think a greyed out sword and shield would indicate where to write the numbers.

2) I realized the silhouette of a creature might not give you important information without more context. I was thinking mostly of how traditional D&D has different sized spiders. Sure, the HD number might give you the tip off but it isn't going to be easy to read at a glance. So how about something like this, with multiple sizes and the one for this encounter is darkest:
Update: How about a master sheet that looks something like this:
It assumes 2d6 with a variety of probability categories.

Update2: Here are cards cut out and placed in the master sheet:
Of course I haven't put any of the HD or stats for the critters or rolled hit points, just wanted to see how they'd look. Pretty good if I do say so myself. I'm using 32 lb paper for the master sheet and the cards, and a razor blade to cut the places the cards slip into. Easy and sturdy. I realize this may be too fiddly for everyday gaming, but maybe not. And if nothing else it could be handy for con games or beginning DMs.

Update3: I realized the card corners were unused space anyway, so no need to scrunch the numbers on the side.  Also, the little ear icon is showing how you might put the kind of explicit triggers mr. Zak mentioned (sound, magic-use, pull the lever) next to the encounter they would bring.  Of course you could just scribble them in.

5 comments:

  1. I don't have any specific comments (except a general bit of jealousy since this is very cool work in a system I don't run) but I want to encourage you. This is good stuff.

    Managing room keys and monsters quickly in an economy of space is like the sonnet writing of RPGs.

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  2. Thanks, I appreciate that a lot. I think I'm slowly developing all the play aids I wish I had when I was 10.

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  3. This concept is really quite clever, and I look forward to seeing how you develop it. I particularly like the use of the grid, because it can as you say, have a lair map, or other location tied to the encounter directly.

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