Question here: does the character have - or it is allowed to have - the ability to plan incorrectly? Can a player intentionally make sub-optimal decisions if so desired, or can the game handle a character who is simply scatterbrained or forgetful or who fills his backpack with romance novels instead of adventuring gear? If yes, good; the follow-up question then being how does the game deal with this either mechanically or otherwise?
It could, sure. It’s not meant to, but there’s no reason you couldn’t select all your gear prior to the score and have that gear be less useful.
The game does push players towards involving their characters flaws....each PC has a vice that influences them, and if they allow it to complicate matters for them, they get XP. PCs Could also suffer traumas through play, which will have a lasting negative impact on their personality.
I suppose this could manifest as devoting inventory space to less useful gear. For example, a PC with the Paranoid trauma might feel the need to carry around a ledger that details exactly how everyone is out to get him, or something similar.
If it otherwise makes no sense that the character would be carrying such a thing, then yes it does.
Sure...that’s why I mentioned edge cases. But what we’re talking about is a criminal pulling out some gear to help commit a crime. Not remotely unexpected stuff.
The problem with using movies or TV shows as a comparison is this: time. A movie or TV show only has a limited time in which to tell its story and thus skipping details is a necessary and constant evil; and any significant prop is expected to come into use at some point. The gadgets Q gives James Bond always turn out to be exactly what he needs, which has always over-stretched my credulity. But an RPG has no such time limits and no such expectations for the mandated use of significant props, and thus is open to going into far more detail and-or trial and error.
Well my gaming time is not infinite, so I don’t agree with you there. Also, I don’t think that’s the sole reason that we typically don’t see characters in fiction agonizing over the choices of what gear to bring. It’s not very entertaining in most cases, and it’s more dramatic for the audience to not know.
Your score-in-Doskvol example is excellent for this. If I'm the player immersed in my character I'll know that every piece of gear I have access to might mean the difference between life and death, never mind the difference between pulling off the score or not; and so in-character I want to carefully choose (and-or procure) that gear based on what my research/casing/scouting has told me I'm likely getting into. By the same token, every piece of gear I don't carry makes me lighter and more nimble, which might also make the difference between life and death etc. as above...and so I also have to consider that trade-off. And I might unintentionally make wrong choices, which could come back to bite me.
Yeah....all that can still happen in the game. These decisions are constantly coming up throughout play. When your PC runs into the wall he has to scale, he has to decide if the climbing gear is worth the inventory space. If he thinks it is, he marks it off and the character uses it. If not....if he thinks there’ll be other things he’ll need more, then he doesn’t take the climbing gear, and the character decides to look for another way around the wall.
So far, my BitD game has yielded much more meaningful decision points regarding gear. Each character has a good sized list to choose from, but only a few spaces. Where as I think in D&D, each character is more likely to be carrying around the full list of items, and never really has a decision to make. They just bring everything they have with them at all times.
Having a mechanic do all this for you is nice and convenient, but it doesn't seem to allow for wrong choices except as a post-hoc explanation for a failure (effect dictates cause; something I really don't like at all); where I'd rather see things done sequentially such that the gear choices - right or wrong - are made first, followed by playing out the actual score attempt (cause dictates effect).
I can understand that preference. I think you’d be surprised at how the BitD mechanic actually feels when you play it out. All my D&D players reacted similarly; at first they balked at the idea (“seems odd to not pick gear ahead of time”), then they saw it in play and thought it was something to exploit (“well we can just pick whatever gear we want at any time”), then they finally realized that it gave them flexibility and choice....but that their choices could have consequences.
Cool!
Yup!
