WISH 17: PROPS
Here is presented Ginger's Game WISH question #17, for your delectation and enjoyment:
How do you use props in your game? Give three examples, and discuss why you use them. What do they bring to the game? Are there any downsides to using them? For those who do convention games, are there differences between the props you use in campaigns and the props you use for con rounds?
I like to buy bloody carcasses from the butcher and flop them wetly on the gaming table to graphically illustrate the nasty business of hack-n-slash.
No, I don't. I'm not a hugely prop-intensive person as a general rule. I've written about Eop the Raven and the use of a bat puppet to bring him to life, so writing about that would be cheating. So, something else, something else....
I'm a big fan of maps. I love to draw full-color game world maps and present them for the players' use. I also like to draw sketchy maps and update them as the players explore the world. It's fun to do, and it's a reasonably useful tool, especially if the group needs to do a lot of travel planning and logistics. I also use AutoCAD to plot out custom battlemats for 3E D&D fights and other encounters.
In my most recent round of DUDE I used two props to good effect. In this game, I was playing the executive producer, and the players were playing action movie actors. After an initial phase of wrangling over the direction of the picture we were about to shoot, one of the players was designated the 'Actor/Director'. I had bought a black beret for that individual's use. The Actor/Director would then artily lay out how the forthcoming scene would be shot. Meanwhile, I had bought a prop for my own use: a novelty cigar, as large as a cucumber, that really blew smoke without being lit (although a tiny LED lit up at the end when it was puffed on). I think these props added a bit of ambience to the proceedings.
It's not really a prop, but it was a definite artifact in use during games: when I ran my long-running AD&D game in college, we had the rattiest comfy chair you can possibly imagine. It was a scum-green armchair with the stuffing spilling out of numerous rips in the fabric; also, for some reason that was never quite clear to me, the legs had been entirely sawed off. My freshman year this chair was rescued from a dumpster and brought to our room. During gaming it was used as the DM's chair; despite its low stature and gnarly appearance, it was really quite comfortable. This chair was dubbed the Chair of Power and remained in use for quite some time, despite horrifying substances spilled on it and its increasingly moldy stench. I can't say that the Chair of Power actually added much to the games, except that it was so low that I could sit in it and scootch it backwards under our quasi-bar table, thereby lurking in shadow while governing the proceedings.
The coolest prop I think I've ever seen in a game had to be some papers painstakingly penned by Jason Modisette. Our characters were in a library researching old crime scene records which had been handwritten with poorly blotted penmanship. The record we were really interested in was missing; the bad guys had spirited it away. However, we shortly realized that the poor blotting of the ink had led the missing record to leave a backwards imprint on the piece of paper that had lain on top of it; by taking that page and looking at it in a mirror, we were just barely able to make out the information we needed. Jason had worked quite a long time on getting the writing to read right backwards, and making it faint enough to not be terribly obvious.
I really like illustrations. I don't generally do a lot of research to procure them for my own games, but I always enjoy games more when there are pictures to look at. I still fondly recall that first heady experience of playing in AD&D adventure S3, which contained an illustration booklet with quite a number of gorgeous pictures of bizarre encounters (S3 is set inside an alien spaceship). Nowadays Kenzer and Company has brought back the illustration booklet for their Kalamar d20 adventures, which makes their adventures worth a look, if not an actual purchase.
For my games, the prop that sees the most use must be the whiteboard and pens. There is always some need to explain the situation the players find themselves in graphically. I make a lot of use out of sketching and doodling.
Here is presented Ginger's Game WISH question #17, for your delectation and enjoyment:
How do you use props in your game? Give three examples, and discuss why you use them. What do they bring to the game? Are there any downsides to using them? For those who do convention games, are there differences between the props you use in campaigns and the props you use for con rounds?
I like to buy bloody carcasses from the butcher and flop them wetly on the gaming table to graphically illustrate the nasty business of hack-n-slash.
No, I don't. I'm not a hugely prop-intensive person as a general rule. I've written about Eop the Raven and the use of a bat puppet to bring him to life, so writing about that would be cheating. So, something else, something else....
I'm a big fan of maps. I love to draw full-color game world maps and present them for the players' use. I also like to draw sketchy maps and update them as the players explore the world. It's fun to do, and it's a reasonably useful tool, especially if the group needs to do a lot of travel planning and logistics. I also use AutoCAD to plot out custom battlemats for 3E D&D fights and other encounters.
In my most recent round of DUDE I used two props to good effect. In this game, I was playing the executive producer, and the players were playing action movie actors. After an initial phase of wrangling over the direction of the picture we were about to shoot, one of the players was designated the 'Actor/Director'. I had bought a black beret for that individual's use. The Actor/Director would then artily lay out how the forthcoming scene would be shot. Meanwhile, I had bought a prop for my own use: a novelty cigar, as large as a cucumber, that really blew smoke without being lit (although a tiny LED lit up at the end when it was puffed on). I think these props added a bit of ambience to the proceedings.
It's not really a prop, but it was a definite artifact in use during games: when I ran my long-running AD&D game in college, we had the rattiest comfy chair you can possibly imagine. It was a scum-green armchair with the stuffing spilling out of numerous rips in the fabric; also, for some reason that was never quite clear to me, the legs had been entirely sawed off. My freshman year this chair was rescued from a dumpster and brought to our room. During gaming it was used as the DM's chair; despite its low stature and gnarly appearance, it was really quite comfortable. This chair was dubbed the Chair of Power and remained in use for quite some time, despite horrifying substances spilled on it and its increasingly moldy stench. I can't say that the Chair of Power actually added much to the games, except that it was so low that I could sit in it and scootch it backwards under our quasi-bar table, thereby lurking in shadow while governing the proceedings.
The coolest prop I think I've ever seen in a game had to be some papers painstakingly penned by Jason Modisette. Our characters were in a library researching old crime scene records which had been handwritten with poorly blotted penmanship. The record we were really interested in was missing; the bad guys had spirited it away. However, we shortly realized that the poor blotting of the ink had led the missing record to leave a backwards imprint on the piece of paper that had lain on top of it; by taking that page and looking at it in a mirror, we were just barely able to make out the information we needed. Jason had worked quite a long time on getting the writing to read right backwards, and making it faint enough to not be terribly obvious.
I really like illustrations. I don't generally do a lot of research to procure them for my own games, but I always enjoy games more when there are pictures to look at. I still fondly recall that first heady experience of playing in AD&D adventure S3, which contained an illustration booklet with quite a number of gorgeous pictures of bizarre encounters (S3 is set inside an alien spaceship). Nowadays Kenzer and Company has brought back the illustration booklet for their Kalamar d20 adventures, which makes their adventures worth a look, if not an actual purchase.
For my games, the prop that sees the most use must be the whiteboard and pens. There is always some need to explain the situation the players find themselves in graphically. I make a lot of use out of sketching and doodling.
