Sorry, that was poor wording on my part. What I meant was that you may have a difficult decision about gear without there being some RP related reason to make a supoptimal choice. Like the fastidious elf who wants to have a grooming kit....the game is not as concerned with such RP only related decisions.
Ah, OK.
Well, every serial is made up of episodes. What Blades does is try to make those episodes one session each. There could be any number of linked Scores where one leads to the next and then the next and so on.....but the game as designed expects each session to contain a Score. That's not always the case, though.
The game doesn't push back too heavily against extending a Score, though. The main area is that XP is intended to be awarded at the end of each session. So idealy, you'd complete a session and a Score, and then get XP. If a Score takes more than one session, do you grant XP per session or per Score? That would be the big question.
Having said that, the setting is different than most D&D style settings in that you generally aren't going on long expedition/excavation style missions. The setting is an urban location, and the characters are a gang or similar criminal group within that city. So usually, you're performing a heist or an attack on a rival or springing someone from jail or some other activity that won't be like a prolonged dungeon crawl.
So a completely different setting as well, then, from the typical pseudo-medieval or pseudo-renaissance D&D. Got it.
Given this, then short missions being the basis of (most) play makes much more sense.
Fair enough. But then if things don't go well, do they have to retrieve their belongings? If they flee, is all their gear lost?
What is this thing you call "flee"?
Unless there's extenuating curcumstances it's easy to assume they swoop by and at least pick up their packs on the way out. Where it gets nasty is if the foe has a teleporting effect when it hits an opponent...but even then not all their gear is lost - they'd still have whatever they were wearing, and what they had in hand, and what they had in small containers e.g. belt pouches or scabbards. But it's still a headache for the characters.
One effect dropping gear does have is that if the dropped gear gets hit by an AoE effect its saves are "unattended" i.e. it doesn't get any bonuses that the owner might give it were it being carried.
To be clear, I'm not criticizing the system....it's fine. But I just think it's not really very realistic when you scrutinize it at all.
Don't get me wrong, I'm not saying it's perfect. It just seems a little better than ignoring it all.
I don't think the inventory slots versus item weight is more metagame. I could see that argument about the other aspect of being able to choose during play rather than ahead of play, even if I disagree with it. But inventory slots and item weight are trying to replicate the same thing....."a person can only carry so much".
In a broad sense, I agree. The question then is one of granularity in detail.
Okay, cool. I know many games where there isn't even a home base of any kind!
IME that would be unusual. The home base might not be the same for every character, mind you, but most if not all characters have a base of some sort.
In my current campaign, for example, Decks of Many Things have turned up The Keep far more often than random chance would seem to dictate (particularly for one specific player who seems to get one every flippin' time!); thus parties have their choice of several small castles to use as a base (and each owning character obviously bases him/herself at his/her own keep); three of these castles that have been put quite close together have become something of a base for nearly all now.
Early on in the campaign, before Keeps started springing up like weeds, one character built a small inn and pub which became home base for loads of people for a while. One character - who oddly enough isn't even a Cleric - has made a particular temple her home base, and it's hundreds of miles away from where most other characters base themselves.
Sure it does....if you encounter something that early in the Score, you have to decide if you want to devote an inventory slot or two to the challenge at hand, and risk not having something later on.
Maybe they decide to kill the dog. Maybe one of the other characters has a potion that could knock the dog out. In those cases, maybe they can get away without having to have someone devote an inventory slot to the meat.
To keep the example simple I've been assuming this score was being done by a character acting alone. Once you get a whole party involved then yes, it would be possible to cover way more eventualities in either system simply by having different people carry different things: "Joe, you take the cracker tools. Cindy, you're on ropes. Bobbie, pitons and grapnels are yours. Pips, you're the bagman once we get in. I'll worry about lights and covers. Everyone got a weapon and face charcoal? Right, let's go!"
But yes, the character could decide to kill the dog - or try to - and risk a lot of noise; or could even try to tame or befriend the dog, again at some risk if the attempt fails.
I don't think there's any way (or desire) for the GM to guarantee failure. Most obstacles can be overcome in more than one way, and there are multiple crew members, so a variety of challenges is desired, really.
Fair enough.
