Maybe this thread would be better suited for general, but since I prefer AD&D to any of the other editions and am asking this in regards to campaigning with that edition, I'm going to post this here.
We've been playing a semi-regular campaign with my wife as DM for the past few months. Its been a lot of fun, and she's doing great given that its her first time as DM. One thing that keeps cropping up though is the amount of paper work and math that we need to do constantly to maintain the campaign. This seems to take up as much time as actually playing the game, and its getting frustrating. Its a lot less noticeable when playing one-offs as we were the past few years, wherein we'd simply make some characters and run through a few modules. We had some out of town company a few weeks ago and did some one-off play in the G series, and it really emphasized the difference in terms of paper work and record keeping between that style of play and long term campaign play.
Thus, I was wondering what ideas others have come up with to reduce the paper work needed to keep track of and run an ongoing AD&D campaign.
For starters, I'd like to stream line character creation a bit. I've been tinkering with coming up with some adventure packs that can be bought for X amount of gold, so that all of the math and selection time needed to buy equipment can be reduced or even eliminated. I can roll up a character in a few minutes, but buying equipment seems to take forever, and its compounded when starting up a game for several players and the character(s)/hirelings/henchmen, etc.
Also, I'm seriously considering dropping copper and electrum coins altogether, or even going with a monetary system that uses gold coins only (plus maybe platinum). Fiddling around with copper coins to buy torches, exchanging electrum for gold after each adventure, and so on, gets tedious.
One of the things that takes quite a bit of time IMO is figuring up xp for monsters. Treasure XP is easy, as its usually just a matter of adding up the gold or the XP value of magic items, but with monsters not only do the base XP values have to be added up, but XP for all of the monster hit points as well (which also means constantly needing to reference one book or another to determine the XP per hit point).
Another thing I've noticed is that, try as we might, we often forget to keep track of arrows, rations, water, iron spikes, torches, etc, during the heat of the game session. While this hasn't mattered a lot in our campaign so far, since our play sessions usually revolve around a delve into a dungeon with a return trip back to town at the end, for long term adventuring in the wilderness or underworld knowing how much stuff we are carrying and using could really matter.
Encumbrance is something else that seems to fall by the way side a lot. In theory, encumbrance makes a lot of sense, but in practice it seems to slow down the game a ton, especially in a game that depends on the players taking stuff to earn XP (i.e., treasure). The problem is that I like the idea of "kill the monsters and take their stuff" for XP, and really don't like other methods of XP rewards that I've seen (particularly "role playing XP" or "story XP rewards,"). The problem of course is that without encumbrance rules, the players are going to have their characters haul everything out of the dungeon, including the kitchen sink if they think there might be a gem down the drain! Thus, its a quandry trying to balance the need for the mechanic versus the book keeping that goes along with it.
Then there is the month to month or year to year campaign stuff to track as a DM, such the effects of aging, the chance of contracting disease, lycanthrope and other curses/blessing, time in the campaign, character expenses, henchmen/hireling expenses & pay, and so on. Not to mention things like tax rates, tolls, duties, fees, and so on, all of which are useful in keeping the purses of the characters lean to the point that they want/need to adventure some more.
And none of this includes keeping track of alignment violations, keeping a minimal account of the happenings in the adventures the characters participate in, and so on!
During actual game sessions, I've made the decision to not bother with the weapon vs. AC chart. While I like the concept, and believe it adds a lot to the fighter classes with their greater range of weapon selection, its simply another thing to look up while playing.
The unarmed combat system from the DMG is useless in terms of stream lining the game, and the UA system IMO isn't any better, but the need for a stream lined system to deal with unarmed combat is needed IMO. Psionics is another system that seems too complicated for the stream-lined play I want, but eliminating it weakens a ton of very tough monsters, and I want a psionics system in our games.
For a time I considered simply playing one of the Basic versions of the game, but have decided that overall, AD&D is what I want to stick with. Its the version of the game that has the most flavor and most consistent rules IMO, and what I want to use.
So, what ideas have others come up with to stream line play, and yet keep the game close to AD&D in terms of the rules & flavor that system promotes?
