[Old school] I can't deal with inventory

In games about getting treasure and getting out alive, I think this is super important. What are you taking? What are you willing to leave behind?

I think this is critical. If the game is not about getting treasure, then sure you dont need to worry about it as much, but when the game IS about getting treasure and stuff out of the dungeon, then it matters.

Shadowdark solves it in a way that is not painful book keeping, and just gets you playing.
 

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My two favorite initiative systems are from LotFP and Hackmaster.

LotFP just uses this simple chart (not affected by stats). The more points, the less you move during a turn.
Character is wearing chain armor* +1 Point
. plate armor* +2 Points
Character is carrying 6 or more different items overall** +1 Point
. 11 or more different items overall** +1 Point
. 16 or more different items overall** +1 Point
. 21 or more different items overall** +1 Point
Character is carrying an oversized item*** +1 Point per item

Hackmaster is on the other side of the spectrum where the GM does full on encumbrance audits (carried out with the seriousness of a tax audit) so careful records are required to avoid punishment 😄 :
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Too many good points to answer them individually!

My takeaway is that my disconnect is mainly due to the fact that I tend to prefer "Big damn heroes", but in a more gritty context. That context is well provided by Shadowdark or Into the Odd; however, I'm not interested in the whole "let's go into a dungeon and get out as much gold as possible" part, which simply never has been part of my RPG bio (I dislike tracking money as much as I dislike tracking equipment).

So it feels weird to me, when, in Liminal Horror, a wound takes up an inventory slot, because who the hell needed that inventory slot anyway? (I thought that it was the same way in Mausritter, but I don't remember for sure.) So I need to find something else for wounds to do, or live with the fact that they are meaningless at my table.
 

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