I also just noticed that in the end, you prefer to hand-wave carefully-tracked or modeled inventory most of the time... after going into a lot of detail regarding how many systems do it. :) (I'd admit I'm the same unless inventory management is a true focus of the game -- e.g. OSR games. Don't do it in Fate, Cortex, Outgunned, various superhero games, etc.
Guilty. :) Hand-waving (with some common sense) is my default. But some of these other systems (like slot based inventory) are a great option when this really matters for your game. I just recently rolled up a Shadowdark character for our West Marches campaign and can already tell how I'll have to make some difficult choices once we come across some treasure and other items that might compete with my precious lantern oil. It'll be great!
1E was simple - 10 gp = 1 lb. We have always played Strength Score x 10 plus strength bonus= weight carried . The concept of encumbrance takes into account bulk as well as just weight. Back in the old days (and now) we just accept the math required. It is not that difficult once you get used to it, and it adds tension to the game when the group must decide whether they want to carry loot or food and gear back to town.
I do like that tension, at least when playing an old school game or other game where resources play a big role. The old rules aren't necessarily difficult, but I've found that they can be quite tedious and time consuming. For me, slot based inventory like in Shadowdark strikes a pretty good balance.
@@DigitalHobbitRPG I guess the tedious was part of the fun back in the pre-computer days. Remember, we evolved from the war games genre where math was part of the deal. I have house ruled a bit by using small cards for consumables, kept in a "pack" (envelope) so as they are used, the players just hand them back. But they are tracked. Run out of torches or oil in the bottom of the dungeon - now it gets exciting.
Great video. I’m going to shill for Chris McDowall again. One of my favorite ways is Electric Bastionland’s “two bulky items” rule. Characters can carry up to two bulky items, a bulky item might be heavy armor, a big weapon, a ladder, etc. Or maybe just a big collection of small items (I like to say the expedition pack of supplies: rations, rope, light is bulky). Anywho if you carry more than that you’re much more vulnerable if attacked and situationally it might suck in other ways. It’s very simple and imposes choices with a minimum of tracking and no bothering with fiddly pounds or whatever.
Oh, I like that! Seems nice and simple. I really do need to take a closer look at his games. I've heard great things about his systems (and know they hugely influenced other game designers as well), but the settings haven't appealed to me as much.
@@DigitalHobbitRPG yeah, I think that’s a pretty common reaction and kinda what led to Cairn. People wanting a more familiar fantasy adventure setting.
@@DigitalHobbitRPG Well -- Mausritter is in this branch! Also, yeah, it's cool in EB, where being overloaded means your Hit Protection goes to zero. Dangerous stuff!
This channel is underrated
Thanks for the kind words!
Nice review. Simplifying encumbrance is helpful for players and GMS/judges. Love the 1 hour torch rule.
Thanks! And yes, looking forward to seeing the Shadowdark torch rule in action in Sean's West Marches game soon.
Great to see a focus on the innovations in The Black Hack!
Thanks! And yes, there's a lot to like about it.
@@DigitalHobbitRPG Take a peek at Worlds Without Number at some point -- it's a pretty neat take on slot inventory as well.
Oh, will do! Good to finally have a reason to crack open that massive tome... 😅
I also just noticed that in the end, you prefer to hand-wave carefully-tracked or modeled inventory most of the time... after going into a lot of detail regarding how many systems do it. :) (I'd admit I'm the same unless inventory management is a true focus of the game -- e.g. OSR games. Don't do it in Fate, Cortex, Outgunned, various superhero games, etc.
Guilty. :) Hand-waving (with some common sense) is my default. But some of these other systems (like slot based inventory) are a great option when this really matters for your game. I just recently rolled up a Shadowdark character for our West Marches campaign and can already tell how I'll have to make some difficult choices once we come across some treasure and other items that might compete with my precious lantern oil. It'll be great!
1E was simple - 10 gp = 1 lb. We have always played Strength Score x 10 plus strength bonus= weight carried . The concept of encumbrance takes into account bulk as well as just weight. Back in the old days (and now) we just accept the math required. It is not that difficult once you get used to it, and it adds tension to the game when the group must decide whether they want to carry loot or food and gear back to town.
I do like that tension, at least when playing an old school game or other game where resources play a big role. The old rules aren't necessarily difficult, but I've found that they can be quite tedious and time consuming. For me, slot based inventory like in Shadowdark strikes a pretty good balance.
@@DigitalHobbitRPG I guess the tedious was part of the fun back in the pre-computer days. Remember, we evolved from the war games genre where math was part of the deal. I have house ruled a bit by using small cards for consumables, kept in a "pack" (envelope) so as they are used, the players just hand them back. But they are tracked. Run out of torches or oil in the bottom of the dungeon - now it gets exciting.
Great video.
I’m going to shill for Chris McDowall again. One of my favorite ways is Electric Bastionland’s “two bulky items” rule. Characters can carry up to two bulky items, a bulky item might be heavy armor, a big weapon, a ladder, etc. Or maybe just a big collection of small items (I like to say the expedition pack of supplies: rations, rope, light is bulky). Anywho if you carry more than that you’re much more vulnerable if attacked and situationally it might suck in other ways. It’s very simple and imposes choices with a minimum of tracking and no bothering with fiddly pounds or whatever.
Oh, I like that! Seems nice and simple. I really do need to take a closer look at his games. I've heard great things about his systems (and know they hugely influenced other game designers as well), but the settings haven't appealed to me as much.
@@DigitalHobbitRPG yeah, I think that’s a pretty common reaction and kinda what led to Cairn. People wanting a more familiar fantasy adventure setting.
@@DigitalHobbitRPG Well -- Mausritter is in this branch! Also, yeah, it's cool in EB, where being overloaded means your Hit Protection goes to zero. Dangerous stuff!
Count nothing BUT the arrows.
Just be glad that I'm tracking my ammo in your Fallout game! 😅