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.
OK, that helps.
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.
One thing leaps to mind: if gear slots are that restricted it'd be hard to mechanically justify carrying items purely for flavour reasons only e.g. a prissy Elf that always has a complete personal-grooming kit on hand, along with his convention adventuring gear.
In a more D&D-like system using encumbrance and item weights, a character is free (or freer, anyway) to carry some non-essential lightweight gear and not be quite as deficient at dungeoneering or survival.
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.
In general, no. In specific, however, there is (to me) a big difference in perception of realism/authenticity between having three open-ended slots which anything of any weight can end up in depending on what the character needs as she goes along, and having what amounts to a pre-determined weight allowance that can be made up of any combination and-or number of pieces of gear the character (pre-)selects.
Well my gaming time is not infinite, so I don’t agree with you there.
Well true, we're all going to die sometime. But unless you're getting close to that point it might as well be infinite - so if something takes three sessions to play through instead of one, so what? As long as everyone is engaged, where's the harm?
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.
Perhaps; but in an RPG we're not the audience, we're the characters. Bit of a difference.
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.
Unless encumbrance rules are strictly enforced, I agree this can become a problem. Even bags of holding have limits.
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.
And I can see how that would happen, certainly from an at-the-table point of view where the players have to sometimes agonize over these decisions. And from that aspect alone, it sounds great.
I guess my point is that a system like that seems to take those choices too far out of character - I'd rather see the players role-play their characters agonizing over these same decisions, maybe without as much information as they'd otherwise have.
For example, using the score again:
D&D - the character's done her research and realized she'll very likely need climbing gear, a crowbar, a towel or small blanket to muffle sounds, a bag to put the loot in, and some high-quality lockpicks - and so that (along with a small but nasty weapon and the blacked-out clothes she's wearing) is what she takes; intentionally leaving herself gobs of encumbrance headroom for all the loot she's about to steal! She gets in successfully (and in the process uses all the gear she brought other than her weapon; it turns out her research and casing were spot-on) and grabs the loot.
BitD - the character's done her research and realized there's a score to be had here, so she sets off. Being a cautious sort she decides weight be damned, I'm going 7 slots wide on this one. During the process she finds obstacles that require her to use climbing gear (slot 1), a crowbar to pry some bars loose over a window (2), a towel to muffle the sounds of the crowbar (3), her lockpicks (4), and a bag for the loot (5). She now has the loot in the bag (and thus the loot becomes part of slot 5; her weapon was in slot 6 all along).
Then just as she's making good her escape she meets a guard dog she had no previous knowledge of at all; the character looks for any sort of out-clause and (via whatever means) the GM ends up narrating that the dog looks hungry. The D&D character is likely hosed at this point as, having no idea there was a dog anywhere involved, she didn't think to bring any meat; while the BitD character, having one slot left, can simply put some meat in that slot (7), throw it to the dog, and escape.
This is the sort of thing that would bug me; that the BitD character just happens to have exactly what it needs when an unforseen or unexpected situation arises.
Obviously, had the BitD character foregone the weapon and only gone 5 slots wide the outcome would have been the same as in the D&D example, as she'd be out of slots by the time the dog showed up.
I hope you see what I'm getting at here.
