Thursday, 11 June 2015

Equipment - Layout

Thoughts...
  • Using a three column grid for equipment for a denser texture.
  • Have experimented with a icon system for coins, stones, gems but felt messy (I still want to get this to work!).
  • Inventory slot system needs definition.
  • Rules/mechanics elsewhere in the rulebook are visually differentiated (in a grey box) but feels  like overkill here. Not happy with the inconsistency that creates. Might revisit.
  • Item types to cater for: Unique items (Torch), Items with multiple options/levels but are mechanical identical (Tome), Categories s that suggest a list of examples but allows the GM to add items of a similar ilk (Adventuring Gear)


Had tried illustrating the object in isolation but felt this wasted a world building opportunity so opted to put the objects in context.

3 comments:

  1. Items + Context is perfect, I think it goes best illustrated this way! I'm gonna plummet headlong into the equipment bits since I've got a good idea how we are re-doing Origins.

    Oh nuts, "Forgotten Lore" tomes should have an Insight of 18, I'll go fix that in the main doc

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    Replies
    1. I've crudely cut the text back to try and get 5-6 on a page so there will be typos!
      Also use the origins/settings to influence the equipment list...
      Shadow sea pirate gets a compass.
      Starlight Farmer gets a fireberry grenade or other fruit with exotic properties.
      Moss Scraper starts with a Slime lamp.

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    2. Gotcha. I'll have to endavor to be less wordy!

      Tieing the items into origins like that is pretty great!

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