I ran AD&D with so little stuff that it could all fit into my backpack. I still managed to bring too much and get disorganized during play, but that will happen.
But when I run GURPS, I run it full-on. Maps. Minis. Handouts on occasion. Small maps depicting large areas that my players then map onto much larger maps.
So what do I bring?
- a plastic "milk crate" with full of:
three plastic Plano 2-3700-00 tackleboxes with figures (one each Battlesystem, Cardboard Heroes, and Bones/Legendary Encounters/D&D pre-paints/Pathfinder pre-paints/terrain);
My converted GURPS GM screen;
two binders (one with DF1-15, stripped down to just what I use in this game; one with DFM1, 2, 3 and my own monsters sheets, plus DF8)
four-five small boxes of doors (thanks to my players and Archon Shiva), minis (apes, gargoyles, the otyugh just in case), a bag of troll minis, a bag of orc minis, and terrain bits;
two tea tins of home-made carboard heroes (inc. 33 druagr, thanks to Emile Smirle)
printouts of sometimes-needed rules and rulings I'd prefer to hand out when they occur (cones, area effect, scatter mostly).
Plus I bring:
- my packet of maps (it's in a folder that says Loved Pineapple on it, because it's made in Korea and was sold in Japan);
- my laptop;
- a GM screen so I can roll behind it and have handy charts;
- printed roster charts;
- my notebook;
- dice.
Then you add a GW 80-mini case full of orcs, which holds about 2/3 of my orc collection.
and a Feldherr case over-filled (one extra tray) with all of the PCs, likely hirelings, and what I
think will be the monster minis I'll need for the session.
I've managed this in one trip, but it's better with extra hands, usually Vic's thanks to his poor timing coming or going. Heh. It's not heavy so much as bulky, something I like to remind people when they say "Holding that 2 x 2 x 3 chest full of coins and potions only puts my guy to Medium Encumbrance!" Yeah, true, but weight isn't the only issue there.
It's not really heavy, but it's somewhat delicate. I've had minis break in these cases because the minis don't quite fit in the slots and the cases get banged around a bit. That's generally just fragile weapons (cough, cough, Wargames Factory, Dwarven Forge) and odd-shaped minis (GW, Reaper monsters mostly).
If I could change anything this, I'd simply do what we did back in the day: play where I live. That would allow me to have my minis close by.
If the PCs suddenly decide to attack the big dragon, the big dragon comes out of its storage bag in the back of my desk and gets put on the table. But if they do that while I'm away, sorry, no mini. If they plan to and then decide not to, I had to carry a large and potentially delicate mini (I could drop it, that happens) all the way to game for nothing. I have to pack figures in cases and remember where they are (and remember to bring them). I can't pre-set terrain and then just pull it out.
This is a special sort of problem, because a lot of what's in Felltower is an excuse to use minis I've accumulated over time. That's part of the fun and joy that is playing this game - pulling out minis that have sat ready for use since . . . whenever. Figures I'd owned since I was a kid. New ones I bought just to get that reaction from my players when they hit the table. It's combining the minis aspect of my game with the imagination that went into our dungeon and characters.
If it was only the megadungeon, no minis?
I'd need:
- my packet of maps;
- my laptop;
- a GM screen so I can roll behind it and have handy charts;
- printed roster charts;
- my notebook;
- dice.
And that's about it. Felltower is a few files on my computer and a bunch of maps (and I really should make copies of them and off-site back them up, actually). Part of me would like to run things that way. But only a small part. I mean, just wait until you see that dragon on the table . . .