AbdulAlhazred
Legend
Right. Basically the conceit of DW is you are THE character of a class. Class is not a categorization OF characters, its a specific rule set which applies to YOU uniquely in the world. So if you play a fighter, you are THE fighter. Thus you start with the fighter's equipment list, which has a couple choices on it, but is generally fairly cut-and-dried. Things also tend to be 'kits', so you get the standard kit, plus armor and a weapon, and maybe a choice between a shield and something else (I could go look it up, but you get the idea). You get some 'coins' too, with which you can make certain types of moves, like buying more stuff. There is an encumbrance system, its very simple and clearly meant to just provide a reasonable indication of what would be a feasible load. It certainly isn't intended to be a detailed logistical game, although I guess you COULD play it that way.I haven't played enough DW to know how important equipment lists are in that game, but my default assumption would be "not super-important".
Right. DW has a fairly straightforward setup that way. Certain items have 'tags' which grant them properties that benefit the character in specific situations. Its pretty much like 4e keywords. Actual magic items are a little bit more interesting, such as:In Cortex+ Heroic, for equipment to be worth noting on the sheet it has to be either:
(i) a power or power set (so Captain America has his Vibranium Alloy Shield power set; the berserker in my Cortex+ Heroic Fantasy game has his Melee Weapon power; the swordthane in my game has the Superhuman Durability power which reflects his drake-hide armour; all have the Gear limitation); or,
(ii) a Specialty-based resource created by spending a plot point (eg this is how The Punisher, as statted up for the game, gets to use his Battlevan - its a Vehicle Expertise-based resource; and this is how the swordthane in my game gets to have a horse - it's a Riding Expertise-based resource); or,
(iii) an Asset, resulting either from successful action resolution or granted as a "gift" by the GM for succeeding in a scene (eg the scout in my game, who ended the first "act" of the adventure by escaping the dungeon with the gold of the dark-elven kingdom, enjoyed a persistent d8 Bag of Gold asset for the whole of the second "act").
(this is, in my estimate, a quite powerful item, many of them are fairly trivial). It is a good illustration of the sorts of ways that DW can work. It grants the user quite a bit of narrative power actually!Cloak of Silent Stars 1 weight
A cape of rich black velvet outside and sparkling with tiny points of
light within, this cloak bends fate, time and reality around it to protect
the wearer, who may defy danger with whatever stat they like. To do
this, the wearer invokes the cloak’s magic and their player describes
how the cloak helps “break the rules.” They can deflect a fireball with
CHA by convincing it they deserve to live or elude a fall by applying
the mighty logic of their INT to prove the fall won’t hurt. The cloak
makes it so. It can be used once for each stat before losing its magic.
So if a player wants his/her PC to get a bonus/augment from using a rope to escape a situation, that would have to be established either as an Asset (which relies on the currently existing fiction) or a Resource (which can include "while back at base camp, I made sure to pack some rope). The details of the generation method would determine the rating of the rope.
But if a player just wants his/her PC to climb to the top of a cliff (say, to establish an Overview of the Terrain asset), and is using Outdoor Expertise to help with that, and in the course of narration includes a rope as part of it, that is fine and just part of the colour.
There is a very marked contrast here with Burning Wheel, which is super-obsessed with the equipment list (at least as much as AD&D I would say; maybe more, because losing or breaking equipment is a legitimate narration of a failure, which happens quite a bit, so there isn't necessarily the AD&D phenomenon of "growing out" of the need to maintain an accurate list once your reach 4th level or so).
4e is a bit confused in this respect because it should be more like Cortex+ Heroic, but it presents itself as more like Burning Wheel.
Yeah, 4e has a bit of an incoherent approach to basic equipment. Its all carefully laid out and priced, and then it hardly ever matters. I guess you could impose a narrative need to have the specific equipment you need in order to, say, use a skill in an SC in a certain way, so it would be fictional positioning. I preferred to generally treat it like a part of the challenge, so players failures could be narrated as missing equipment, or a success could be narrated as having been prepared and thus provided with exactly the right thing.
I think it would be reasonable to also do something like make a check to see if you had something appropriate and hold that resource in reserve for the proper moment, sort of like Cortex+ Heroic.