Tuesday, January 6, 2026

The Captain’s Log: 50 Years of Iron Spikes, Star Crystals, and Mega-Damage


The Captain’s Log: 50 Years of Iron Spikes, Star Crystals, and Mega-Damage

Exploring the history of tabletop RPG equipment is like looking at the DNA of the hobby itself. Every item, every price, and every weight limit reveals a game’s underlying physics and its vision of heroism. We’ve moved from a time when the most important decision was how many iron spikes to carry, through an era of extreme simulation and gear-fetishism, into a modern period where your equipment list is essentially your active ability bar.



This is the mega-update. No nerfs. Just the full stats, the history, and the crunchy evolution of the RPG inventory.





1. The Survivalist Foundations (1974–1979)

The earliest days were defined by a transition from mass-combat miniatures to individual survival. Equipment wasn't "loot" yet; it was a physical bridge between life and death.



The "Ironmongery" of OD&D In the late 1970s, equipment lists focused on the physical footprint of items. The "10-foot pole" wasn't flavor—it was a mechanical necessity for checking traps in a world where the environment was as lethal as the monsters. Economy was strictly gold-based, forcing players into a "Gold-to-Gear" loop where wealth had to be reinvested into consumables just to ensure the next haul.

The Weight of Exploration (Old-School Essentials/OSE SENSIBILITIES): Weight was tracked in "coins," where 10 coins are equal to one pound. The absolute maximum a character can carry is typically 1,600 coins.

ItemCost (gp)Weight (Coins)Mechanical Purpose
Backpack5-

Holds up to 400 coins

Crowbar10-

Prying open doors/chests

Iron Spikes (12)1-

Wedging doors/anchoring rope

Lantern10-

30' light; 1 flask oil/4 hrs

Pole (10' long)1-

Poking/prodding suspicious items

Rations (Iron)15-

Preserved food for long journeys

Rope (50')1-

Supports weight of three people

Sack (Large)2-

Holds up to 600 coins

Tinder Box3-

Used to light fires

Torches (6)1-

30' light; 1 hour burn time

Waterskin1-

Holds up to 2 pints (1 quart)

Weaponry & Armor (OSE Baseline):

WeaponCost (gp)Weight (Coins)DamageQualities
Battle Axe7501d8

Melee, Slow, Two-handed

Crossbow30501d6

Range 5'-240', Reload

Dagger3101d4

Melee, Thrown

Long Bow40301d6

Range 5'-210', Two-handed

Plate Mail60500AC 3

Heavy Armor

Shield10100+1 AC

Defense Bonus

Sword10601d8

Melee

The First Sci-Fi Milestone: Metamorphosis Alpha (1976) James M. Ward's Metamorphosis Alpha gave us the first "high-tech dungeon crawl" aboard the starship Warden. It introduced the concept of Danger Levels for technology—figuring out how to work a found artifact often involved a risk of blowing up the user or bystanders.

Warden Artifact Danger Ratings:

Artifact CategoryExample ItemsTech Danger Rating
Most DangerousProtein disruptor, laser pistol, gravity generator, atomic torchHigh Risk of Lethal Malfunction
Dangerous ToolsParalysis rod, slug projector, medical analyzer, aqualungModerate Risk of Harm
Possibly DangerousSonic metal disruptor, sonic torchRisk to Possessions
Not DangerousHand dart charger, color bands, ecology life analyzerLow to No Risk

The Warden also featured the legendary Color Band security system, where bracelets allowed rank-based access:

  • Blue and Red: Command personnel

  • Red: Security

  • Green: Horticultural

  • Steel Gray: Engineering

  • White: Medical

  • Gold: Programmers and architects


The Ken St. Andre Legacy: Tunnels & Trolls (1975)

Ken St. Andre created the second-ever fantasy RPG as a simpler, more whimsical reaction to the complexity of wargaming.5 T&T introduced the use of simple six-sided dice and replaced arbitrary experience points with levels determined by attribute growth.7 Characters start with gold determined by rolling $3d6 \times 10$ . Equipment usage is gated by Strength (ST), and the "Warrior" class finds armor twice as effective at blocking damage .

  • Attributes: Strength (ST), Intelligence (IQ), Luck (LK), Constitution (CON), Dexterity (DEX), and Charisma (CHR) .

  • The Delver’s Package: Essential tools including a small bronze mirror, wax sticks, chalk, salt, and a short length of rope.3

  • Dwarven Cave Moss Porridge: A staple comfort food race-locked to Dwarfs that looks like "gooey green oatmeal" .

Monsters! Monsters! (1976)

Flipping the script by allowing players to play as the monsters, this ruleset is compatible with T&T 5th edition . It introduced unique biological "equipment" in the form of monster vulnerabilities .

  • Dragons: Must designate a "soft spot" (e.g., under the wing). Struck there, the dragon dies. Fire breath accounts for 15 of its 25 hit dice; if the fire "goes out," effectiveness drops to 10 .

  • Shadowjacks: Can disappear into any shadow, repairing all Constitution hits while hidden .

  • Mummies: Burn to ash instantly if they fail a saving throw against fire .

  • Ghosts: Immune to material weapons but susceptible to magic .

The First Interstellar Frontier: Starfaring (1976)



The Interstellar Frontier: Starfaring (1976) Ken St. Andre's Starfaring was the first to treat the starship as the primary "player character". Measured in Megacredits (mc), where 1 mc equals one million credits, the economy centered on Vedic-inspired components.

Ken St. Andre’s Starfaring was the first RPG to deal with interstellar travel.9 Uniquely, the starship is the primary player character.11 The economy operates in Megacredits (mc) ($1 \text{ mc} = 1,000,000 \text{ credits}$).12

Starfaring Tech ItemTypeFunction
Brahma CrystalShip Component

Standard power supply for movement 11

Shiva CrystalShip Component

Weapons system for offensive output 11

Vishnu CrystalShip Component

Powers shields for preservation 11

Bio-mechanical LinkPersonal Gear

Helmet device interfacing brain with ship's computer 12

Psionic BoosterPersonal Gear

Helmet device amplifying psi abilities via feedback 12

Psionic NullifierPersonal Gear

Helmet device that dampens psi centers in the brain 12


2. The Starship Warden: Metamorphosis Alpha (1976)

James M. Ward's Metamorphosis Alpha gave us the "high-tech dungeon crawl" aboard a 50-mile-long generation ship . Finding technology involves a Tech Comprehension roll; failure means the device short-circuits or explodes .

Warden Artifact Danger Ratings:

Artifact CategoryExample ItemsTech Danger Rating
Most DangerousProtein disruptor, laser pistol, gravity generator, atomic torchLethal Malfunction Risk
Dangerous ToolsParalysis rod, slug projector, medical analyzer, aqualungModerate Risk of Harm
Possibly DangerousSonic metal disruptor, sonic torchRisk to Possessions
Not DangerousHand dart charger, color bands, ecology life analyzerLow to No Risk

Access is restricted by Color Bands: Blue/Red (Command), Red (Security), Green (Horticultural), Steel Gray (Engineering), White (Medical), and Gold (Programmers) .

2. The FASA Revolution: Treknology and Mecha (1982–1993)

FASA Corporation redefined licensed gaming by interlocking personal-scale gear with massive vehicle performance.



Star Trek: The Role Playing Game (1982) FASA's Star Trek was the first to formalize "Treknology" into an inventory, using an Action Point (AP) system to weight the use of gear in combat.

Federation Phaser Specs:

Federation PhaserTypeSSAccRange (1/2 D)Max RangeWt
Phaser Iimp.1022004000.5
Phaser IIimp.954506001
Phaser IIIimp.1210120012004

Settings ranged from Level 1 (Light Stun) to Level 8 (Kill) and Level 16 (Disintegrate). Other standard issue items included the Tricorder (comms/detection), Communicator, Life Support Belt, and PADD (Personal Access Display Device).

MechWarrior and BattleTech (1986) FASA introduced tiered equipment divided between personal survival gear and BattleMech systems.

Personal TechWeight (kg)Function
Hawk Eagle Pistol1.0Standard automatic sidearm
Ebony Assault Rifle4.0High-impact infantry rifle
Mauser 1200 LSS10.0Light Support System
Sea Eagle Needler1.0Specialist anti-personnel pistol
Pulse System-Ranged combat modification allowing second attacks
Grapple System-Melee modification to prevent vehicle break-away

Shadowrun (1989): High-Tech Cybernetics FASA's Shadowrun introduced Essence to limit cyberware and the Street Index (SI) for black market pricing.

Shadowrun CyberwareEssenceAvailCost
Datajack0.12

1,000¥

Wired Reflexes (R1)2.05R

55,000¥

Dermal Plating (per rank)0.5(R*4)R

R*3,000¥

Muscle Replacement (rank)1.0(R*5)R

R*25,000¥

Smartgun Link0.54R

400¥

Earthdawn (1993): Legend-Based Loot Earthdawn innovated with Thread Items that grew in power as characters learned their Name and history. Other items included Blood Charms (biological magic used at the cost of damage) and Light Quartz.


3. The West End Games Era: Cinematic D6 Tech (1987–1996)

WEG revolutionized cinematic agency with the D6 System.



Star Wars: The Roleplaying Game (1987) Detailed tech appeared in supplements like Gundark's Fantastic Technology.

BlasTech BlasterTypeCost (Credits)RangeNotes
DL-18Pistol50010m

Standard sidearm

DH-17Pistol55012m

High reliability

DLT-20ARifle1,30030m

High damage

E-11Rifle1,00030m

Imperial standard

Thermal DetonatorExplosive2,000-

Restricted Class-A

Specialized tech also included Ni-Technology Light Commando Armor (6,500 credits, +1D Physical/+2 Energy protection, UV nightvision) and the Ynex Triclops Combat Armor (17,000 credits, remote targeting system) . WEG later released OpenD6 (2004), providing generic lists for Bulletproof Vests (+3D armor) and Cred-keys (standard banking interface).


4. The Simulationist Era: Granularity and Tech Levels (1977–1989)



Traveller: Quantifiable Sci-Fi Traveller pioneered the Tech Level (TL) system to dictate gear availability across systems.

Transceiver TypeOptimum TLMass (kg)RangeCost (Cr)
Radio (Computer/0)9150 km250
Laser (Computer/1)13-500 km500
Computer/185-100
Computer/5140.5-5,000

Star Frontiers (1982): The Metric Milestone Introduced the Standard Energy Unit (SEU), a universal battery system.

Beam Weapon (KE-Series)Damage (per SEU)Max SEUCost (Credits)
Laser Ke-1000820

600

Laser Ke-20001620

800

Laser Ke-5000100100

6,000

Electrostunner40 (stun)20

500

Sonic DisruptorSpecial20

700


5. The Palladium Megaverse: MDC and BIO-E (1981–Present)



Rifts: Mega-Damage Capacity (MDC) Introduced the 100 SDC = 1 MDC scale . High-tech alloys like Glitter Boy armor or SAMAS power armor rendered conventional weapons useless . Standard energy ammunition used E-Clips (100 megajoules storage) .

TMNT and Splicers: Biological Evolution as Gear TMNT used BIO-E for mutant features (Hands, Speech, Stance) . Splicers (2004) featured Host Armor (living power armor) and bio-weapons like the Hive Sword and Glimmer Gun (3d8 MD output).


6. Modern Consolidations and Tactical Depth (2000–Present)



Wizards of the Coast Era Alternity (1998) categorized tech into Progress Levels (PL) from 0 to 9. d20 Future Tech expanded this for character, vehicle, and mecha options .

PL 8 Ranged Weapons (d20 Future):

WeaponDamageDamage TypeSizePurchase DC
Cryonic Rifle3d6ColdLarge

21

Disintegrator3d8nonspecific EnergyLarge

23

Lightning Gun3d6ElectricityHuge

24

Singularity Grenade15d6EnergySmall26

Pathfinder 1e & 2e (Paizo) Pathfinder 1e formalized the "Big Six" magic items and Wealth by Level (WBL). Pathfinder 2e transitioned to the Bulk system and etching Runes for scaling .

D&D 5th Edition and 2024 Update D&D 5e introduced Equipment Packs to expedite character creation. The 2024 Update refined tactical depth with Weapon Mastery (Cleave, Push, Topple).

Lancer (2019): Mech-Scale Ordinance Divides equipment between Pilot "Signature Weapons" and Mech "Frames" .

Lancer Mech WeaponTypeDamageRangeNotes
Anti-Materiel RifleHeavy Rifle7 (AP)20Heavy damage output
Cyclone Pulse RifleSuperheavy13.515Superheavy engagement
Heavy Charged BladeHeavy Melee6.5 (AP)1Close quarters
Hunter-Killer NexusMain Nexus3.510AI-guided targeting

The Wizards of the Coast Era: Star Wars d20 & Saga Edition (2000–2010)

Wizards of the Coast (WotC) brought the galaxy far, far away into the d20 fold, eventually culminating in the highly tactical Saga Edition (2007). This era introduced the Condition Track, a mechanical ladder of impairment that penalized characters as they took damage exceeding their threshold. WotC also moved away from traditional Armor Class (AC), replacing it with three static Defenses: Reflex, Fortitude, and Will.

Equipment was categorized by four Restriction Ratings: Licensed, Restricted, Military, and Illegal. Professional gear was meticulously statted, from Bioscanners ($3,500 \text{ credits}$) to Computer Spikes ($1,500 \text{ credits}$) and All-Temperature Cloaks ($100 \text{ credits}$).

Saga Edition Armor & Droid Shells:

Armor/Shell TypeArmor Bonus (Reflex)Max Dex BonusAvailability
Fiber Armor+4+2Licensed
Light Battle Armor+5+3Military
Powered Battle Armor+7+2Military
Matrix Armor+9+1Restricted
Plasteel Droid Shell+2+5Unlicensed
Mandalorian Steel Shell+9+3Military
Weaponry reached new levels of crunch with the introduction of Weapon Groups and specialized damage types. Exotic options like the Carbonite Rifle dealt a massive $3d10$ stun damage, while the Siang Lance remained a rare, illegal energy-projectile hybrid. Droid customization was a game-within-a-game, allowing players to install Vocabulators ($50 \text{ credits}$), Internal Comlinks ($250 \text{ credits}$), and even Self-Destruct Systems priced at $\text{Maximum Damage} \times 20$.






Summary for the Shreveport Cabin

Captain, we’ve come a long way from counting every candle. Whether you’re kitting out for a crawl in the Warden or prepping a Veritech for launch, your gear is your agency.

Final Log from Zimrala One

Captain, we’ve come a long way from counting iron spikes. Whether you’re kitting out for a crawl in the Warden or prepping a SAMAS for launch, your gear is your agency.

What’s your take? Do you miss the days where a 10-foot pole was your best friend, or are you all-in on the 2024 Weapon Masteries? Drop a comment below and let’s keep the conversation rolling.



Product Identity & Legal The worlds of Zimrala, The Tygerian Isles, and all unique artifacts mentioned are designated Product Identity of Arthur Earl C. Hedges Jr. © 2026. All rights reserved.

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