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[Old school] I can't deal with inventory
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<blockquote data-quote="John Quixote" data-source="post: 9798927" data-attributes="member: 694"><p>I genuinely dislike the rules-lite, OSR-adjacent games that use inventory slots as health and spell slots. I'm continually irked by the internet personalities who promote low-level, mudcore, excessively lethal, resource-limited, every little situation has to be a mundane equipment based lateral-thinking puzzle because combat will kill you and all magical items are double-edged eff-you-in-particulars, dungeon-crawling as the be-all, end-all of old-school play. </p><p></p><p>The primers and principia pamphlets asserting with such confident authority that "the answer is not on your character sheet" and old-school play is "heroic but not super-heroic" (despite, y'know, magic-user spells; and magical items; and 8th-level fighters being literal Superheroes...) are, frankly, noise best ignored. If only they didn't inspire so much game design these days.</p><p></p><p>But, rant accompli, I do like detailed inventory tracking. I like it for the verisimilitude. I like it because, when a game is about exploration, and a lot of what you're exploring is dungeons and wilderness, logistics being a part of that makes adventures feel like real <em>expeditions</em>. Without it, an adventure game feels less like an adventure into the unknown and more like a tour of a cardboard set. But maybe that's just me.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 9798927, member: 694"] I genuinely dislike the rules-lite, OSR-adjacent games that use inventory slots as health and spell slots. I'm continually irked by the internet personalities who promote low-level, mudcore, excessively lethal, resource-limited, every little situation has to be a mundane equipment based lateral-thinking puzzle because combat will kill you and all magical items are double-edged eff-you-in-particulars, dungeon-crawling as the be-all, end-all of old-school play. The primers and principia pamphlets asserting with such confident authority that "the answer is not on your character sheet" and old-school play is "heroic but not super-heroic" (despite, y'know, magic-user spells; and magical items; and 8th-level fighters being literal Superheroes...) are, frankly, noise best ignored. If only they didn't inspire so much game design these days. But, rant accompli, I do like detailed inventory tracking. I like it for the verisimilitude. I like it because, when a game is about exploration, and a lot of what you're exploring is dungeons and wilderness, logistics being a part of that makes adventures feel like real [I]expeditions[/I]. Without it, an adventure game feels less like an adventure into the unknown and more like a tour of a cardboard set. But maybe that's just me. [/QUOTE]
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