Manbearcat
Legend
Just a quick note about Skilled Play + difficulty + interactivity of Inventory/Loadout.
* Torchbearer is the most difficult game, the most Skilled Play demanding game, I've ever GMed. It has an intricate Inventory system and everything is codified up front (Tools mean a particular thing, Supplies mean a particular thing, and particular things - rope/sword/rations - mean particular things). Its Inventory paradigm is somewhat akin to B/X though significantly more demanding in terms of engagement, cognitive load, and skillfull management (significantly so).
* After Torchbearer, Blades in the Dark is next most difficult game, the most Skilled Play demanding game (if run correctly...and I've seen signs that GMs aren't doing so), I've ever GMed. Blades is not like Torchbearer when it comes to Inventory/Loadout. You choose your Loadout before the Score. You can discretionally pull Playbook, Crew-specific, or General items up to your Loadout box max during the Score and you can even Flashback for special things (but you're going to spend 1 or 2 Stress for this depending upon how special the thing is/how hard it is to come by). This does not remotely make the game easier than D&D. Not even in the same universe. D&D 5e is a trivial walk-in-the-park compared to Blades in terms of difficulty. An aggressively mapped/stocked and skillfully run B/X dungeon or hexcrawl game will be difficult. But it does not rise to the level of low Crew Tier Blades in the Dark difficulty (particularly when the Crew is Tier 2 or less...and ESPECIALLY Tier 1 or less and ESPECIALLY ESPECIALLY Tier 1 or less and At War) from the players side of things.
Further (and finally), picking and managing your Loadout based on the prospective Score/obstacles to be navigated and resolved is extremely demanding from a Skilled Play perspective. This doesn't turn the game into EZMode. It adds a layer of intensive complexity + demands for skillful strategy (throughline from Engagement to Payoff) & tactics (managing each obstacle/scene within a Score). Anyone thinking this makes the game easier or less engaging, needs to course correct their thinking (this is best done by playing!).
So intricacy + up-front codification of Inventory/Loadout does not correlate directly to game difficulty or the demands of playing Skillfully to successfully navigate challenges. You have to consider the game in its whole.
So make autobiographical claims about "but my immersion" all day long. No one can deny you a personal testimonial that Blades in the Dark Loadout/Inventory system ticks your personal mental model in a jarring way (it doesn't do that for everyone...but if it does for you...cool) in a way that B/X (or even Torchbearer...even though its Slot-based rather than weight) or AD&D etc doesn't.
But inventory management doesn't always correlate to difficulty or Skilled Play demands. For instance, hand-waving inventory or "we care about inventory now but who knows when/if that will be a thing at any given random point in the future" is definitely not a component of Skilled-Play-Via-Inventory D&D. Its actually anathema to Skilled-Play-Via-Inventory. For Inventory/Loadout to matter toward Skilled Play (again, not "but my immersion"), procedurally it has to be consistent, clear, and impactful (always and ever "on" and a known quality).
* Torchbearer is the most difficult game, the most Skilled Play demanding game, I've ever GMed. It has an intricate Inventory system and everything is codified up front (Tools mean a particular thing, Supplies mean a particular thing, and particular things - rope/sword/rations - mean particular things). Its Inventory paradigm is somewhat akin to B/X though significantly more demanding in terms of engagement, cognitive load, and skillfull management (significantly so).
* After Torchbearer, Blades in the Dark is next most difficult game, the most Skilled Play demanding game (if run correctly...and I've seen signs that GMs aren't doing so), I've ever GMed. Blades is not like Torchbearer when it comes to Inventory/Loadout. You choose your Loadout before the Score. You can discretionally pull Playbook, Crew-specific, or General items up to your Loadout box max during the Score and you can even Flashback for special things (but you're going to spend 1 or 2 Stress for this depending upon how special the thing is/how hard it is to come by). This does not remotely make the game easier than D&D. Not even in the same universe. D&D 5e is a trivial walk-in-the-park compared to Blades in terms of difficulty. An aggressively mapped/stocked and skillfully run B/X dungeon or hexcrawl game will be difficult. But it does not rise to the level of low Crew Tier Blades in the Dark difficulty (particularly when the Crew is Tier 2 or less...and ESPECIALLY Tier 1 or less and ESPECIALLY ESPECIALLY Tier 1 or less and At War) from the players side of things.
Further (and finally), picking and managing your Loadout based on the prospective Score/obstacles to be navigated and resolved is extremely demanding from a Skilled Play perspective. This doesn't turn the game into EZMode. It adds a layer of intensive complexity + demands for skillful strategy (throughline from Engagement to Payoff) & tactics (managing each obstacle/scene within a Score). Anyone thinking this makes the game easier or less engaging, needs to course correct their thinking (this is best done by playing!).
So intricacy + up-front codification of Inventory/Loadout does not correlate directly to game difficulty or the demands of playing Skillfully to successfully navigate challenges. You have to consider the game in its whole.
So make autobiographical claims about "but my immersion" all day long. No one can deny you a personal testimonial that Blades in the Dark Loadout/Inventory system ticks your personal mental model in a jarring way (it doesn't do that for everyone...but if it does for you...cool) in a way that B/X (or even Torchbearer...even though its Slot-based rather than weight) or AD&D etc doesn't.
But inventory management doesn't always correlate to difficulty or Skilled Play demands. For instance, hand-waving inventory or "we care about inventory now but who knows when/if that will be a thing at any given random point in the future" is definitely not a component of Skilled-Play-Via-Inventory D&D. Its actually anathema to Skilled-Play-Via-Inventory. For Inventory/Loadout to matter toward Skilled Play (again, not "but my immersion"), procedurally it has to be consistent, clear, and impactful (always and ever "on" and a known quality).