So last night I was getting really tired when playing with my group. They'd picked up a cursed book that was on a dead guy, and I told them they shouldn't do that without at least like, gloves or something - the thing could kill them. But they ignored me, and one player even went as far as to say that I could've killed this guy, Being all "oh, isn't this exactly the kinds of thing YOU make? How do you know SO much about it?"
But I remembered that I, in real life, had a blank notepad in my bag, so thought to hell with it. I summoned a similar cursed book, and threw it at him, both in AND out of character.
My DM liked the idea (not the violence) so he's now making props for our games more often.
Have you guys ever used props in your games? Have they been just for the big main plot items, or have you even had props for your everyday weapons? How'd it go?
Never before, but your pic is giving me ideas, OP. Well done.
>>46091661
On occasion.
http://blasphemoustomes.com/2016/02/16/episode-72-the-good-friends-hand-out-some-props/
I think there's 2 categories that are good to have tangible at the table: Character items and story items.
The character items include neat ways to illustrate counters like casings for damage or snacks for rations, but also unique items that the PCs pick up and which serve a function in the game, like weapons.
The story items are central to the plot. They're handouts which contain clues, riddles, or maps. They may serve a specific function, or just provide information and flavoring. But they are always Chekhov's Gun in that the players know they will serve a function even if that remains mysterious simply because the GM or the author took the time to create them.
So story items always convey meta information merely by being there. I sometimes subvert this by giving out prop handouts early on which only convey flavor. But I never do it once the plot has gained tension because that would be too misleading. For example I started a 40s scenario with the characters confined on a Royal Navy brig with cigarettes and matches in period packaging, old timey playing cards, and a few classic glass bottles of Coke.
>>46091661
Only handouts (maps, letters, reward posters).
>>46095982
Any context?
>>46095982
Holy shit tell me there's more of this. This is some real primo shitposting
>>46091661
I like to have a player map of the campaign setting that roughly matches what the players know about the area. Outside the starting hex, things might become quite vague or even unreliable.
They can write on it, fill in blank spaces, and make more specific notes.
Then I have a hexmap behind the screen that'll give them precise distances.
>>46091661
Mostly little handout, like newspaper article and pictures that I may or may not have modified to fit the setting.
A little picture of dead people to add some shock value to the campaign.