Sacrosanct
Legend
I hear what you're saying. And to be honest, as I get older with less ability to game, I want to spend less time on inventory management, even if it is a huge part of old school gaming (exploration pillar).I really like a lot of the ideas behind recent streamlined old-school games like Into the Odd, Mausritter, Shadowdark, Liminal Horror ... but one thing that really doesn't work to me how they tend to put your inventory front and center, often linking it directly to health/wounds. I just never found it fun to deal with equipment in RPGs; as a GM, my approach has been "if it makes sense, you have it on you." I theoretically understand the fun in it, but whenever I'm playing, the whole thing just totally disappears from my mind - for me, it's a chore part of RPGs that I always strive to minimize. However, these systems treat equipment as one of the most basic building blocks of an RPG session, which, for me, is a really big disconnect. Does anyone know problem? I'm just interested if I'm the only one out here who totally gets 80% of these games and is totally stumped by that 20% equipment focus.
This past summer when I released Bugbears & Borderlands 2e, this is how I did equipment. I simplified it into supplies. If you have enough supplies, you are assumed to have the equipment you need.