Category Archives: RPGs

What Is The Most Impromptu Game You Have Ever Played?

Way back in college, I don’t recall if it was over one of the breaks or over the summer. I was home at my parent’s, it was late in the evening. I was talking with my two younger brothers, when R showed up.

R was drunk, mad as Hell, and pissed at the world. He had been unceremoniously dumped by his girlfriend, and got drunk before coming to our house. He had murder on his mind and in spite of his inebriation, had the idea that it was better to kill monsters in a game of D&D than actually kill someone. I think he was just looking to find someone to fight to help deal with the overwhelming feelings, and realized after he was drunk that wasn’t the way to deal with it. R’s exact words, when we opened the door were, “I need to kill something.” In a menacing tone as he swayed.

My brother, Robert was our DM, and is close enough to me in age that we were in the same grade through school. Robert is a big guy, about my height but broader. R was a year behind us in school. R is bigger than Robert. Once in high school, R said, “Hey, Robert, how’s it going?” Robert was having a bad day, and grabbed R and tossed him across the hall and R hit the lockers and slid down them landing upside down. Or so all the witnesses, include Robert and R later said. I was down the hall when this happened, so I missed the actual event. R is a pretty chill guy, and said something like, “So, having a bad day?” So it takes a lot to get R to the point of being ready for murder.

Robert acquiesced to R’s request and we set up in our usual spot in the basement/garage area. We had an old couch and some other things down there. I believe we were already there when R showed up, so my parents did not know anything about it. Our parents trusted us, new R and R would listen to them, if they had known he was there.

It was a good game as I recall, and got better as R sobered up. Robert was great at running stuff on the fly and he had a huge sandbox with lots of ideas and things planned out, and we sat down with three players, R, my youngest brother, Kent, and me. It was probably something we would have done anyway, so it fit in and worked well for the spirit of the campaign. The good guys, that’s us, were always killing orcs, and other baddies, so that’s what we did.

After it was over, Robert made clear to R not to do that again, i.e. show up drunk, pissed, and want to play. At the time, agreeing to the demand was the easiest way to keep him from getting back in his truck. (Our paternal grandfather was killed by a drunk driver when we were 6, 5, and 3, after he was almost home from driving out 3 or 400 miles to visit and meet our baby sister. So we have no tolerance for that. )

Other than the drunk part, if R had just shown up, we probably would have played anyway.

I guess there might be worse reasons to play RPG’s than as an excuse not to mangle someone. RPG’s can be therapeutic, in that sense, as you can mangle monsters and bad guys with the kind of payback you wanted to dish out to someone in real life.

That was the weirdest beginning to a session of D&D of my life. What about you?

Finally Started Reading 5th Edition Player’s Handbook

I finally started reading the 5th Edition Player’s Handbook I got a while back, that I first mentioned a couple days ago.

I Had a crazy buzy day following a day where I had to drive three hours, train a client all day, then drive three hours home. It was a beautiful, if a bit chilly day with sunshine. I set up my hammock and read for an hour or so after work. It was very relaxing.

I only made it to page 18, where the first race, dwarf, is discussed. I did not keep going. I was reading every word and soaking it in. there is no rush.

I was pleased that in natural light, the pages are not shiny like they are indoors in artificial light. This made the pages easier to read than  anticipated.  I found that I could read at most angles and distances that it was comfortable to hold.

So far, I like what I read. That was on Tuesday, and as I write this after my Wednesday night AD&D game, in the after midnight hours of Thursday morning, I have not read any more than the first 18 pages. There’s about 300 pages to go. This week is very busy with work, and the weekend will be busy with yard work and weeding my garden, if it isn’t raining. If it rains, I’ll definitely make time to read more. If I was not so tired I could read more. My plan is to read each page, not just blow through it. I want to read it with understanding, as I have a feeling I will play it.

ConQuest in Kansas City

I was going through some old game information and found a caricature of myself that I got at ConQuest 16. [I was looking for a science fiction book with information on different ships and ideas from science and TV shows and movies. I can see the cover in my mind, but don’t recall the name or author. I still can’t find it! I have moved and rearranged my home office several times over the years I have lived in this house, and didn’t find it in the box that I thought it HAD to be in…. The search continues….]

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Me-ConQuest16

I did a search and ConQuest is still a thing and I just missed #46, so 30 years since I think was my last time there. I only went two, maybe three years in a row and that was it.

Ah, yes, from the About Page “annually on Memorial Day Weekend in Kansas City, MO.” Life happens and I forgot about the specifics, I even had trouble remembering the name of the con, until I stumbled upon this caricature. It’s on a clear sheet of plastic, like for an overhead projector. It even has a sheet of white “tissue” paper to make the image show up better.

I have family in the suburbs, where I grew up, so I might put this on the radar for next year. I might be able to go with some friends I went with back in high school/college.

In checking the site, it looks like there were no “official” OSR game slots. As I recall, gaming was not as big a deal for this con. They did have an AD&D tournament that I played in one year. I remember seeing a VHS bootleg showing the Enterprise being destroyed from The Search for Spock, before it was in theaters. It was just the explosion and not good quality. We went up to this one guy’s room who had it. He showed the first episode of Dr. Who, which was like 20 or 25 minutes, then shared this one bootleg. I remember being shocked by the destruction of the Enterprise, and thinking, they can’t do that, they wouldn’t destroy it? I don’t even remember how we found out about it, just striking up a conversation, I think. I always wondered how someone who knew a guy that knew a guy, who knew a guy with access to a guy who knew somebody or something. How many of these leaks were real leaks, and how many were pre-internet astroturfing? The world may never know….

AD&D Manuals Online

WotC has gone back and forth with the availability of the core manuals, and others, for AD&D since they re-released the PDFs after all the hullabaloo a few years ago when some people put the PDFs online for all to take without the copyright holders getting their cut. Many agree that WotC overreacted, but a year or two later, they relented.

When they re-released them, they made them available on a new site affiliated with OBS, D&D Classics. All the materials you buy at Drive Thru RPG, RPG Now, and D&D Classics all share a common library, and once you buy them, you can download them whenever you want, even if those titles are no longer for sale.

I like AD&D, it is my preferred, go-to RPG. I want to be able to get others interested in AD&D, or parts of it. Those involved in the OSR know about how great a resource the Dungeon Master’s Guide is. There are only so many hard bound copies available, so without a means to get a legal PDF, people do without, or break the law. While the DMG and the Monster Manual are not needed for players, it is difficult to have players that don’t have access to the Player’s Handbook.

OSRIC and other clones are close enough to AD&D that you can get by without the original rules, but there are differences to be aware of.

For in-person play, it is not an issue, as I have multiple copies of the Player’s Handbook. I also add to my collection by buying all the 1e PH’s I see when I visit my FLGS. With online play, one needs players with their own copy of the PH or OSRIC or pick another clone for the rules.

I understand that 5e is the current latest and greatest, but I would like to be able to run things in an online game and have legal access for my players. I’m not going to make available my copy of the Player’s Handbook, because it has my name and account number on it. Right now, 3e is available as PDFs, and the AD&D 1st Edition books other than the big three are available.  Until the Player’s Handbook is available, I will make do with OSRIC.

I also would like to get Chainmail and the OD&D PDF’s. I’d buy the OD&D wood box reprints, if I could find one priced at the level that it came out. WotC’s website is not a commerce site, you can’t buy direct from them, at least not that. I’ll just have to make do with clones, like Delving Deeper.

EDIT – As Requested, here are the links to the OBS sites for obtaining manuals and modules. Just search for the one you want.

DrivethruRPG – http://www.drivethrurpg.com/index.php

RPGNow – http://www.rpgnow.com/index.php

D&D Classics – http://www.dndclassics.com/

EDIT – in 2015 WotC released the PDFs for OD&D and Chainmail in 2016.

Fate/Fudge Dice

I had to run up to the big name hardware store just over a week ago to get some stuff for a home project. On my way, I had to pass my FLGS. I decided to stop in and picked up some new dice.

I really do mean to stop buying new dice, but Fate/Fudge dice are basically the only RPG related dice I did not have. [Just wait, someone will point out some other type of die I haven’t heard of….] They are easy enough to emulate with d6’s, but losing the need to think about what two numbers are what result, +/-/0, is a plus.

I’ve been watching Red Dice Diaries’s  Fate series on YouTube, where he explains various features of Fate, and it intrigues me. It removes the need for leveling and training, and your character already knows some cool stuff. I have a free PDF of the rules, but have yet to make time to read them.

I don’t know if I will ever play Fate. I know that Roll20 supports Fate dice, so it has a certain amount of popularity.

Fate dice can also be used in other RPG’s when you need to quickly generate three choices. For example, if you are chasing a goblin in a dungeon to stop him from alerting the other goblins. If there is an intersection, does the goblin go straight, or pick right or left?

Rather than a random encounter that appears out of nowhere, the DM could have a monster or group of goblins that are in room X in the dungeon when the characters arrive. Use the Fate dice to determine which way they go if and when they leave that room. It might be a bit more work for the DM, but it adds an interesting variation. There will only be an encounter with this monster or group, if the players are close enough to attract the attention of same.

If you are generating a random dungeon, city street map, or paths in a forest, this can help you decide which direction to continue generating first.

Very simple reaction rolls, positive, negative, or meh, no need for a chart. Roll one die if it should be a 33.333% chance of a given result, or roll more dice and determine possible variations on just how positive a positive reaction is. For example, roll the standard four Fate dice and get four pluses, and that’s an overwhelming positive reaction. Roll four blanks and it is the grandfather of all meh.

Using a single Fate die with another die roll can get more out of that roll. 1d6 could now be 0-7, if you use the + as adding one and the – as subtracting one, and the blank as zero. This gives two more options to any die. With the d6 example, there are 8 possibilities, 0-7, so a d6 can emulate a d8. With a d10, one can emulate either a d12 or a d30. With d% you can get 102 options, or use the Fate die as a modifier for 1-100, or add 100, or add 200.

The trinary options of yes, no, and maybe make an interesting option. How many syllables in an NPC’s name? How many minutes, hours, days, weeks, months until an NPC show up?

As with any other single die, you can come up with all kinds of uses, as many have come up with d8, d12, d20, and d30 tables, or all the dice tables, or dice drop generators.

I like the challenge of trying to figure out ways I could use various dice, and seeing the ideas of others. Whether or not I actually use the idea in a game, just having the exercise helps me to think of possibilities I might not have considered otherwise.

The 5e Plunge – Manuals Arrive

There was a half off sale on the new D&D 5e manuals on Amazon, so I went ahead and ordered all three of them, plus a DM screen. I already have the starter set and the free PDF’s, that I still have yet to read.

Serendipitously, these manuals and my DCC dice arrived on the same day.

I was surprised that the manuals were not wrapped in anything to protect them from rubbing against each other in shipment, or packed together so they did not slide. There was only one “airbag” on the bottom edge of the books to limit how much they moved, but there was still nearly two inches of empty space along the top edge and about two inches of space along the edge of the spine/edge of the pages. Not a lot of space, but enough room for them to rattle around in the box.

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The front and back covers, the spine, pages, and most of the edges look fine, but there is a small area that is roughed up on the pointy corner. It is minor, and if these books get read and used at the table, worse will befall them. I just prefer that a book be in good shape when I buy it new, and that I am the one who drops it or scuffs it up through use and abuse.

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I also noticed that the edge of the pages were wavy. I don’t know if that is a manufacturing thing, or that the weather was extra humid the day the package arrived. After sitting stacked in the box on the floor in my office, the Player’s Handbook [Amazon Affiliate link] does not appear to have wavy pages on the long edge, but the DMG [Amazon Affiliate link], and Monster Manual [Amazon Affiliate link] do. The tops and bottoms of the edges of the pages of all three manuals had obvious “waves” in them. The Player’s Handbook was on top, with the DMG next, and the Monster Manual on the bottom, and that did not seem to press them out. I don’t know if that is a manufacturing issue or a weather issue. Again, this is minor enough that I won’t ship them back.

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The manuals have slick and shiny covers, except for the half of the back cover where one’s right hand fingers would grip it while reading. Each manual has this. I assume it is to give you a better grip on the book. I was surprised by this, and at first thought there was something amiss with the cover, until I realized it was intentional. The slick, shiny part of the covers is mirror-like.

The interior pages are black ink on a colored background with shiny paper. As long as you avoid bright light shining on the page at an angle that makes the text unreadable, the text appears to be easy to read. One should definitely avoid trying to read this in low light to avoid eye strain, and most likely a headache.

The illustrations are a mix of line art and full color pictures. A quick flip through reveals some very cool images.

I will review the contents of the manuals in subsequent articles.

DM Screen

As I was taking pictures for the unboxing, I noticed that the three books were all made in the USA, but that the DM Screen [Amazon Affiliate link] was made in China. The shrink wrap on the DM Screen was very tight, protecting it in shipping, but also requiring care in its removal to avoid gouging the screen. Once unwrapped, I discovered that it had a cover that has the same dragon as is on the screen and the inside is what I assume is a lich “poster” advertising the D&D Adventurers League.

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Unlike the AD&D DM Screen I am used to from AD&D that is two pieces with a portrait orientation and each section is approximately the size of a sheet of paper, the 5e DM Screen is one piece with four sections in landscape orientation.

One page has five tables for generating NPC’s: characteristics, ideals, bonds, flaws, and a name generator. These handy tables would work in any setting or set of rules.

A page and a half is dedicated to conditions. There are bullet points that summarize each condition. Some of the points indicate if the condition results in disadvantage or how saving throws are affected. I have not read the manuals to see any details in the manuals on the conditions, but the bullet points seem fairly straightforward. I am not sure that the conditions need spelled out here. I suppose for players that argue the rules and try to rules lawyer the DM? This section ends with a chart showing the effects of the six levels of exhaustion. Level six is death! From what I have read online about a short rest and healing, just take five and you won’t die. I’m curious about how all that works, so time will tell.

The other half of the page shared with conditions are five tables showing the DC for various difficulties, cover, obscured areas (AKA concealment), light sources, and skills and associated abilities.

The final page has five tables for travel pace, encounter distance based on terrain and how far visibility is both audibly and visibly, and damage by level and severity. Finishing the charts are two tables for something happens and quick finds. These last two tables are again something that can be used in any other game/genre.

The interior and exterior artwork of the screen is very cool.

The finish on the screen is shiny. If a light is shining directly on it, the DM side with the charts and information is unreadable. The shininess of the finish makes it mirror-like, and makes it hard to read. At normal distance from the table with it positioned like I would have it to run a game, I find that the print is small and difficult to line up my bifocals to read it without having to lean over or pick it up. Since most of the information on the screen is fairly common sense, and you won’t be generating a lot of NPC’s and events on the fly all the time, it should not be an issue for most DM’s. As a screen, it serves its purpose. The folds/creases of the screen are “tight” to begin with, so it wanted to fold up until I had it open a while. It seems too low to me, but that is because I am used to the AD&D DM screen. If one is worried about players seeing something, I think you will be worried no matter how tall your screen is.

Once I read all the rules, shame on me for not reading the quick start and the PDF’s sooner, and know more about it, I can give a better assessment of whether or not the charts and tables on the screen are the ones most needed in play.

No one at WoTC must wear bifocals or have vision that needs correction. While the manuals and screen look cool, their shininess makes them hard to use in the wrong angle and brightness of light. The target demographic is obviously one with younger eyes. This is similar to the issues with the original free PDF’s that were nearly unreadable with the full color backgrounds. Thankfully, they released the plain black text on a white background for printing, but it was also more legible. Thankfully, the actual manuals are much easier on the eyes, and easy to ready, provided you don’t have adverse lighting.

I was hoping to start reading these manuals over Memorial Day weekend, but two “quick” projects for Saturday ended up taking all day. Sunday, I played in +Roy Snyder’s DCC game. Monday, I rested up. I couldn’t keep my eyes open to read.

2015 One Page Dungeon Contest – Winners Announced

The winners of the 2015 One Page Dungeon Contest were announced a few days ago. Check out the 1PDC Google Community.

My entry, The Dire Druids of Delver’s Deep, was not among them. I did not expect to win. I knew that there were many who had massively better entries in look, layout, and more from prior years. My entry was an exercise to see what I could do with an idea.

From what I have seen of the winners of the last couple of years, one needs an idea that is solid and well defined with a great hook. The Artwork needs to be top notch, and the layout has to make it all “flow” and draw the reader into it.

I am curious to watch the recording of the Google Hangout with the judges [Link Broken, no alternative, August, 2017], to see if there are any “simple” dungeons that had ideas they liked, but due to art or layout, did not make the cut. Set aside about 45 minutes if you want to watch it all in one go. I missed the live hangout.

Out of all the submissions, there were 3 first place winners, 6 second place winners, 13 third place winners, and 5 honorable mentions. Based purely on first names in each category, it looks like there is one women in each of the last three categories. This makes 97 new dungeons. Since 2009, seven years, that’s about 700 dungeons. Not all are fantasy, not all are dungeons. Still, that is a lot of ideas if your creative well has ran dry. I like to grab and re-purpose the maps for my own use.

One blogger, +Aaron Frost,  of Wasted The Game, is going through all the 1PDC entries and giving his thoughts on them. He has a lot of material.

Daddy Rolled A 1 was a judge last year and again this year. Here is his take on the process.

After watching the hangout video there are a few things one can take away about how to approach this contest.

  • The Past and Storytelling are not as important.
    • What is going on NOW?
    • What situation will the characters encounter when you run it?
  • Brief yet Complete.
  • Set up well in the beginning with an answer to how does it end/get resolved?
  • White space/Imagery/Readable
  • The art is not as important as an idea that is presented well.
  • Spelling and Grammar – i.e. after you spellcheck and grammar check it, get a proofreader.
  • Put enough time into it to do it well.

I know that I had a lot of text. Paring that down to something that “pops” would improve it. That is, express the intent without requiring too much detail.

The hangout mentioned one winning submission that had excellent 2 sentence NPC descriptions that made for NPCs that could be plugged into any campaign.

I would suggest reading through the submissions and learning from them. What did the winners do well? What did the others not do as well that might best be avoided?

One more shout out, +Random Wizard [UPDATE: Random Wizard is no longer on G+. Check out his blog: https://www.kirith.com/random-wizard/] has sold off unused items in his personal collection to ensure that there are prizes for all 13 of the third place winners, a $25 store credit at Wayne’s Books! Talk about a class act! Not only has he given his time to organize the contest, he made sure that third place had prizes out of his own pocket!

There will always be grumblers who complain about things, and complaining is their ONLY “contribution.” It is easy to say that this or that wasn’t right, fair, or the way you would do it. If you are not willing to step up and add something of value to the hobby, why are you tearing down others who are? I don’t know who these complainers are about the 1PDC, they must be ranting on some forum to which I don’t belong. Of that, I am glad. I only know about it, because I saw mention of it on another blog. If the complainers would put forth the energy they spend complaining into making something to share with the others in the OSR, we’d all be better for it. It reminds me of my sons when they complained about doing homework or cleaning their room. If they would have shut up and just done the task at hand, it would have required less energy. Oh well, it is the loss of the complainers. Once we learn what an internet troll is, we know to ignore it, and it becomes as static. It is annoying, but we can learn to tune it out.

I for one am interested to read through the entries. I also am interested in attempting a submission for next year. I may come up with an idea and start working it out to boil it down to the good stuff. Better yet, I’ll take more time on the layout and presentation.

Review – Rob Kuntz’s Dark Druids

Rob Kuntz’s Dark Druids was on sale a few weeks back. It arrived at the end of April. Since my submission to the 2015 One Page Dungeon Contest involved druids – The Dire Druids of Delver’s Deep, I waited until after I completed my submission to read this module. My planned postings got sidetracked, since I jumped on board the White Star bandwagon.

This module clearly states on the cover below the illustration: “For use with 1st Edition Advanced Dungeons & Dragons(R)”. Unlike others, it is not afraid to say this and also acknowledges that the name of the game is a registered trademark. It is one of three modules currently available from Chaotic Henchmen Productions.

The blurb from the back cover explains what this module is all about: “Dark Druids includes complete descriptions and maps for an outdoor area and a three-level adventure site, and is easily adaptable to most campaign settings. It also includes an outline for further adventuring, a selection of new monsters, spells, and magic items, plus Robert J. Kuntz’s historical context and commentary on this module’s relationship to his campaigns of the 1970’s”

This module is designed for levels 8-12, so it is not a low power adventure. It has the general look and feel of a module from back in the day. The cover can serve as a screen and includes the 1st and  3rd level of the dungeon. The 2nd level is on the last page of the module. This 56 page module has more maps for the outdoors area and illustrations to compliment the text.

After a forward and author preface, there is a section on Using the Module that discusses party composition and challenges, preparations before play, and how to read and interpret the module text. There is a player introduction, which is a lot of text to read. Lastly there is a half page of rewards and additional party resources.

After a page for the GM introduction, there are just over three and a half pages with the outdoor map, starting text, and key to the outdoor map.

The dungeon’s three levels are detailed on pages 9 through 35.

There are seven appendices, A through F.

A – Deals with further adventuring against the drak druids.

B – Is an article about a Dark God.

C – Discusses changes in this version of the module from the 2006 version published by Creations Unlimited.

D – Lists the 16 new magic items in this module.

E – Details four new monsters.

F – Describes the dark druid variant class.

The module was well sealed in cardboard and bubble wrap and sealed with scotch tape in a clear plastic magazine sleeve.

I like the look and feel of this. The maps are well done and easy to read. The text itself is laid out well and easy to read. However, the “Read-aloud text” is in italics. For some rooms this text is the first part of that room’s description, but for others it is later. Thankfully, while not like some italics fonts that I sometimes have trouble distinguishing from the normal font, there is nothing else to set it apart. When actually running this, it would be very easy to miss a key detail. If I were to run this module as written, I would have to use different colored highlighters and ink to note the important parts. I find this to be more of a concern as my eyes age.

When not in a live game situation and no pressure, it is definitely easy to read. There is a lot of information here, it is dense.

It is something that would require a lot of streamlining to run in a con setting. In a con setting it is bigger than can be handled in the average 3 or 4 hour session. There is enough in here, that it would take one massive marathon session to complete the entire module in one go. I can see this easily taking many sessions depending on the focus of the players, and the decisions and rolls they make.

One can easily place this on a list of possibilities, when players get to that level, and fit it into the campaign. AD&D is not that much different from OD&D and modern clones, that this could easily be used in nearly any OSR game. There is a lot in here, that it will take more than a casual reading to catch all that is in here. This could easily be part of a behind the scenes activity that builds up to this module, or it could be a new stand-alone threat. Because this is so dense, I have not managed to read the whole thing carefully, but I like what I see.

This is an interesting concept and ties in with my articles on druids.

Trade Goods

TRADE GOODS

I’m always thinking about specifics of what might be on a caravan. The town that is the main focus in my AD&D campaign has frequent caravans, and as yet, I have not needed to know what is in them. In case it every comes up, I wanted ideas. I put together the following list to give me ideas for general categories for developing tables.

WATER: In general, this would be a local resource, but in a desert scenario, water could be worth its weight in gold. Merchants will carry enough water to get to the next known source of water.

Adventurer/Explorer: Some merchants will be adventurer merchants seeking to expand the trade routes, or find something new to trade. Think Marco Polo.

SALT: Whether mined from a salt flats, a salt mine, or recovered by evaporation from the ocean. It is a key preservative in pre-industrial societies. Salt does not go bad. Roman soldiers were paid in salt.

Spices: All various kinds. More exotic spices from more distant lands cost more per pound or ounce than local spices. Most spices have a long shelf life if kept dry.

Produce: Fruits and vegetables. Only fresh would be available locally within about 100 miles or so. Beyond that only dried fruits and vegetables, or pickled. Dates, grapes, and figs were common dried fruit that formed into blocks for easy transport and had a relatively long shelf life in a dry climate.
NOTE: Preservation methods for transport are the same methods used to help people make it through the winter or whatever time is between growing seasons.

Meat: As with produce, fresh meat, including fish would usually only be transported about 100 miles or so. Beyond that, dried, salted, pickled or otherwise preserved meats could easily be transported over longer distances. “On the hoof” is the best way to transport fresh meat the farthest, such as with the cattle drives of the American west.
NOTE: Preservation methods for transport are the same methods used to help people make it through the winter or whatever time is between growing seasons.

Honey: It does not spoil and it has anti-bacterial properties. If it crystallizes, heating returns it to liquid. Honey from ancient tombs has been liquefied and was still good.
Gaming Hooks: Supply will be limited by the supply of various bees, bumblebees, wasps, etc. and flowering plants. A hive of giant bees, etc. could be used by some society of humans that had special tools or magic to allow it. Perhaps some giants could be beekeepers and there be some form of trade with other races.

Raw Materials: In general, raw materials are first shipped to where they are made into an intermediate or final product. An example of an intermediate product is ore processed into ingots, wool spun into yarn, or logs processed into lumber. Sometimes two or more raw materials are combined to form an intermediate material, such as charcoal or coal and iron ore to make iron ingots. Some craftsmen/tradesmen, such as blacksmiths might process their own ore for further use, or be specialized in processing ore for others.

Intermediate Products: Materials in a state that further products can be made from them. Iron ingots are made into weapons and armor, yarn from wool is spun into cloth, etc. Some intermediate products, may be made into further intermediate products. Rough cut lumber may be formed into various sizes and quality of boards for specific uses. Spun cloth may be died and cut to make clothes or other items.

Textiles: Raw materials include wool or bundles of harvested plants. Clothing, rugs, tapestries, table clothes, napkins, towels, rope, armor, paper, etc.
NOTE: Related to textiles will be the raw materials.

  • Plant based: Cotton, linen, flax, jute, hemp, bamboo, straw, grass, rush, sisal
  • Animal based: Wool, silk (cocoons of silkworms)

Plant textiles: SOURCE:
Grass, rush, hemp, and sisal are all used in making rope. In the first two, the entire plant is used for this purpose, while in the last two, only fibers from the plant are utilized. Coir (coconut fiber) is used in making twine, and also in floor mats, doormats, brushes, mattresses, floor tiles, and sacking.

Textiles involve some form of spinning into thread and weaving and/or braiding.

Straw and bamboo are both used to make hats. Straw, a dried form of grass, is also used for stuffing, as is kapok.
Fibers from pulpwood trees, cotton, rice, hemp, and nettle are used in making paper.

Cotton, flax, jute, hemp, modal and even bamboo fiber are all used in clothing. Piña (pineapple fiber) and ramie are also fibers used in clothing, generally with a blend of other fibers such as cotton.

Nettles have also been used to make a fiber and fabric very similar to hemp or flax. The use of milkweed stalk fiber has also been reported, but it tends to be somewhat weaker than other fibers like hemp or flax.

Acetate is used to increase the shininess of certain fabrics such as silks, velvets, and taffetas.

Seaweed is used in the production of textiles: a water-soluble fiber known as alginate is produced and is used as a holding fibre; when the cloth is finished, the alginate is dissolved, leaving an open area.

Lyocell is a man-made fabric derived from wood pulp. It is often described as a man-made silk equivalent; it is a tough fabric that is often blended with other fabrics – cotton, for example.
Fibers from the stalks of plants, such as hemp, flax, and nettles, are also known as ‘bast’ fibers.

Wooden goods: Raw timber, i.e. logs, and lumber are the simplest. Finished products include tables, chairs, plates, mugs, shields, hafts for spears and javelins, staves for bows, barrels, arrows, lumber (planks, beams, etc.), carvings. Types of wood, from the common to the rare and exotic. Wooden trinkets, like lacquered necklaces, tableware, handles, spinning wheels, looms, etc.

Metal goods: Unprocessed ore and ingots are the base goods. Finished goods include arms and armor, copper goods, tin goods, bronze goods, tableware (of various quality from copper, tin, bronze, pewter, silver, gold, perhaps electrum or platinum), coinage (ancient coinage bound to a collector(s), or coinage for a payroll for troops, workers (miners, lumbermen, builders, etc.), tribute, etc.), Jewelry of all sorts. idols, icons, craft goods, collectibles, etc.
NOTE: Coins can be counterfeited using base metals. Wizards can use fool’s gold and the surprise comes when the spell expires….

Antiques: From all the dungeons and ancient battlefields and ruins, there can be all kinds of antiquities. These would be many of the same things that are recognizable for what they are, or items that no one living knows what it is. Go to a flea market or estate sale at an old farm and look at the strange gizmos. It is amazing what kinds of hand tools our forebears used and to look at them, it is not always obvious what they are. Get an old timer to explain some of it.
NOTE: Forgery will be an issue. Adventure hook, trader is swindled, or trader is the swindler of his clients, etc.

Art: This can be antiques or current carvings, statues, monuments, paintings, tapestries, rugs, etc.

Stone: Statuary, construction blocks. Usually construction blocks are not hauled very far. Some prince or wealthy patron wanting a rare marble might ship it overland in a long line of wagons running miles. What an adventure hook. Slate for chalkboards, roofing tiles, etc. Chalk for writing or building, etc.

Gems, jewelry, precious stones: These can all be transported by a single poorly dressed man as he moves between venues. A fortune for trade could be had. How does he pull the switcheroo to his respectable clothing to make a legitimate trade is another hook. Counterfeits and forgeries would also be a possibility.

Slaves: If you have slaves among the humans, elves, dwarves, etc. There can be long caravans of them. Humanoids, such as orcs, like slaves to do the jobs they hate. Humans could make slaves of war captives of other humans, or orcs, etc.

Exotica: Rare items, ingredients, metals, wood, animals, etc.

Circus/Sideshow/Carnival: Group of performers travelling town to town on their own or as part of a larger caravan.

Anything you use on a daily basis had to come from somewhere. In the ancient and medieval world people made due with what was available locally, within about 20 miles. Trade developed as a means of acquiring something that is needed, useful, or desired from AWAY, i.e. non-local. Most food was local. Most building materials were local. Only large or special construction projects were not local.

Any list of professions will suggest products. If you create a town or city, the occupations of the inhabitants will indicate what they have to trade and suggest items they import.

Only very small towns or cities can be self sufficient. After a certain size, neighboring towns, villages, farms and herds are needed to support it. Rome imported grain from Egypt, etc.

In the ancient world of pre-history, there is a lot of evidence of the tin trade over many thousands of miles. As the easily accessible tin petered out, bronze became scarce. I read an article online that says some theorize that the iron age was helped along by necessity. That is, the scarcity of tin to mix with copper to make bronze was the necessity to figure out how to efficiently heat iron ore enough to separate it from the rest of the material so that it could be worked.

Type of Materials/Goods in a Caravan or on a Ship

  • Raw Materials
  • Intermediate Materials
  • Finished Goods

Raw Materials

  • Food
    • Livestock – Sheep, goats, pigs, cattle, fowl (chickens, ducks, geese, etc.) Driven by drovers/herders.
    • Fresh Food – Fruits, Vegetables, Meat, Fish, Eggs of various fowl., honey. Carried in crates or baskets, or perhaps jars.
    • Dried Food – Fruits, Vegetables, Meat (jerky/pemican), Fish. Can be wrapped in paper or cloth or stored as is in kegs, barrels, or crates.
    • Grain – Oats, Wheat, Rye, Rice. Usually transported in sacks or barrels. Can be used for seed or eating.
    • Processed Food – Flour of various grains, bread, crackers, pickles, pickled meat or fish
  • Logs
  • Stone/Rock
  • Ore
    • Tin
    • Copper
    • Iron
    • Silver
    • Gold
    • etc.
  • Fibers
    • Wool/Silk
    • Plant fibers for spinning/weaving (Hemp, sissal, etc.)
  • Animal By Products
    • Ivory
    • Bone
    • Hides (From butchered or trapped animals, i.e. cows or beaver, for ex.)
    • Horn

Intermediate Goods

  • Rough cut lumber
  • Ingots of various ores
  • Spun fibers
  • Woven cloth – undied and uncut

Finished Goods

  • Wood – Furniture, Weapons, Tools, Shields, Musical Instruments, cups, mugs, plates, etc.
  • Fibers – Rope, Yarn, String, Thread, Bolts of colored cloth, clothes, rugs, tapestries, curtains, etc.
  • Metal – Needles, weapons, armor, utensils, tools, hinges, locks, chains, coins, ingots, cups, mugs, plates, eating utensils, etc.
  • Ivory – Carved items. As inlay in other items, such as a table top.
  • Bone – Needles, corsets, inlay in wooden items.
  • Horn – Bows, drinking horns, musical/hunting/war horns.
  • Glass – Windows, containers, lab equipment. (What level of glass technology is in your fantasy campaign?)
  • Ceramic/Clay – glasses, mugs, plates, jars, etc.

Containers

  • Keg – Dry or liquid storage.
  • Barrel – Dry or liquid storage.
  • Sack – 50 pounds
  • Basket – Bushel
  • Crate – 20 – 50 pounds
  • Jars
  • Amphorae – Large jars for transporting olive oil or wine in the ancient world.
  • Chests
  • Coffers
  • Bags

See my article on Caravans & Pack Animals and Loot Carriers for more ideas on how goods might be transported.

EDIT: I have two PDFs on DriveThruRPG: The Best Copper Seller: Caravans & Trade and Businesses In Settlements.

Convoys

Related to caravans are convoys. Convoys are used as a way to protect merchant shipping from submarine warfare. They can be used in a modern setting, from the Victorian/Edwardian era to  the present, and beyond in science fiction or apocalyptic settings.

Convoys are basically naval caravans, but rather than being in a line and limited to the available space of the road or terrains, convoys can spread out more, yet remain close enough to provide support to the other ships nearby. There are still “choke points”, like the English Channel, or other narrow straits that require the ships to go single file.  Such places would be avoided unless it was absolutely necessary.

The idea of convoys and navies is often applied to space travel, and convoys of merchant craft might be a way to deal with cloaked ships.

Unlike planet bound surface navies, the areas where things narrow would tend to be an unavoidable asteroid or debris belt. Approaching a space dock, planetary orbit, or landing planet side would be the choke points that an enemy or pirate ship(s) would exploit. Only the most advanced of planetary defense systems that include planetary shields and heavy weapons both in orbit and planet based.

Convoys also apply to motor vehicles, like a convoy of supply trucks with gear, food, fuel, etc. It is also the name of a popular song from the “trucker era” of music from the late 70’s and early 80’s. The song was later made into a movie with Kris Kristofferson and Ali MacGraw.

Convoys of motor vehicles will be limited to roads and passable surfaces if they have wheels or tracks. Hovercraft will have more flexibility of terrain. If the water transport variety, they are limited to relatively flat surfaces on land. Anti-gravity hovercraft will be limited based on the altitude they can maintain. If they are limited to a meter off the surface, they cannot cross the Grand Canyon directly, but must make the descent as any other traveler. However, if they can basically fly, there is no practical limit to the terrain they can cover.

Convoys can be used to transport the same or similar goods, or a variety of goods. Troop convoys can be used to move armies and their supplies and equipment across the sea or the stars.

See my articles on See my article on Caravans & Pack AnimalsLoot Carriers, and Trade Goods.