Thoughts on Encumbrance
Nicodeme III, a wizard, is
carrying 3 bundles of ropes, 4 flasks of oil, 1 lantern, 15 torches, 3 potions, 1 lockpicking kit, 2 vials of acid, 1 extendable ladder, 2 leather armor, 4 daggers, 1 short sword, 3 bows, 1 quiver, 50 arrows, and 15,000 coins. There is no
squeaky door, dark corridor, pit, or padlock that stands in the way of Nicodeme
III. He is ready for anything and will be even more ready next time he visits
the general store. Sorry Nicodeme III, you’re going to have to drop some stuff,
it’s too much.
I believe that encumbrance can be
useful as a mechanism to encourage creative thinking. If a character is lacking
a rope, it may have to get creative or take a risk to descend down a slippery
cave. And, of course, if there is too much treasure in a dangerous dungeon,
then being unable to carry it all in one trip may encourage new strategies or
preparation.
For those of us that like
encumbrance, several options have been presented. There are at least the
options of keeping track of weight, of coins as weight, of slots, and of arranging
equipment in a grid, among others. There are also many that would prefer not
keeping track of item encumbrance, instead opting for unlimited inventory space.
However, this can devolve into characters carrying everything available in the
world and sometimes the entire stock of stores. Can we have something in
between? Something that gives us those situations of imperfect preparation that
stimulate creativity?
Perhaps a different way to think
about encumbrance is simply as limits on availability of items at a point in
time. To get that without tracking encumbrance, we could approach it from the another
angle: availability and durability. If there are only a few things available
every session and things can become non-operational, then we can also limits on
item availability.
These are a couple of ideas I
have been using in my games for over a year. Every session I roll what the
general store and blacksmith have available. Generally, there are about 3-4
types of random items and 1-3 pieces of random armor and weapons. This approach
seems to encourage players to get what is available and work with it in creative ways, and I like that. Complementarily, items have a 1-in-6 chance of breaking after a use, so players
are sometimes required to use their second-choice weapon or armor, changing the
pace of things. Together, these mechanisms impose limits on the availability of equipment across time leading to a type of pseudo-encumbrance, for lack of a
better term.
I have not yet used just these
two ideas with unlimited carrying capacity to see if it leads to sufficient
attrition that simulates the outcomes of encumbrance. For now, I have been
using all three angles: actual encumbrance using slots, limited stores, and
durability. This has been going well for more than 50 sessions. I also have
deeply integrated gold expenditure into several layers of the game to provide other layers of resource management (e.g., pay to heal, level, and gain abilities). If
you want to read more about how these things are interconnected and implemented
in my game, snag a free copy of Symbion.
Finally, I leave you with a
randomizer that gives results similar to what I roll every session:
General Items: Waiting...
Arsenal Items: Waiting...
Potions: Waiting...
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