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The Prop Department PDF Print E-mail
Written by A42   
Wednesday, 02 May 2007

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I use a rule called "The Prop Department" for most of my games. What it boils down to is that any bit of equipment that's necessary or useful for the story is there, somewhere.

For example:
  • Fighting a vampire in a deserted cemetery and need a handy piece of tree to act as a stake? It's there!
  • Fleeing from a madman in the woods and need a canoe there by the lake? It's there! (It may spring a leak at any time, but it's there.)
  • Chasing cultists through the hills of Afghanistan and forgot to "bring" your night-vision goggles? Don't worry, the Prop Department is on the job.

I usually place some parameters on it, typically that weapons can't be acquired that way.

It works amazingly well and thus far nobody has tried to abuse it.

 

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slacker deluxe - Making the players work for it     | 192.251.219.11 | 2007-11-24 09:16:34
I use a similar trick, but require that the players narrate why and how the item is there (e.g. the stake comes from the rotting picket fence around the grave yard, the canon floated away from the abandoned Scout camp just across the water, etc). If they can't weave it into the story they don't get the goodie.
slacker deluxe - typo     | 192.251.219.11 | 2007-11-24 09:18:41
canoe not canon.

Trying to explain away the convenient appearance of a howitzer would be very difficult.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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