Does the current Supply system drag your game down now?
I actually haven't had a chance to use it, since I was/am running games in other systems, and the LU game I
will be running won't be for a few more months, probably. But as I mentioned:
(1) I've been in plenty of games where shopping for mundane items, either in-character or just players looking through the books, has been incredibly boring and time-wasting. Like, a couple of times the games literally ground to a halt while the players filled out their equipment lists. Admittedly, that was mostly in the pre-internet day, but D&D (and therefore LU) included pre-made equipment packs
specifically so people don't have to waste time hunting through the books. Shopping has only really been
fun at any table I've been at if it's for personal items and it involves roleplay, like with cool NPC shopkeepers who are selling interesting things, or or it helps to establish your character's personality or style. But buying 50 feet of rope and a ten-pack of torches rarely does either of those things. One of my players hated the idea of Supply
until he found out it could be used for more than just food.
(2) In my MotW game, the Expert really enjoys his Preparedness move, which allows him to just roll to see if he has a thing, and on last Friday's game, we basically decided he could use that for anything short of a mass spectrometer (they needed to examine some ectoplasm). He was happy he didn't have to think about everything he could possibly have before hand.
As it stands, I think Morrus' new idea needs some tweaking because it can easily be abused and it might lead to severe shortages of Supply since the current journey activities don't provide a lot, but at its heart it's a really good and potentially very fun idea.