Posted July 02, 2021 by Wyvern's Lair
Have you ever thought why inventories in TTRPGs are just lists?
In video games you have interfaces, slot systems, automatic tracking of ammunition, which are very cumbersome to manage in TTRPGs.
This is an issue I want to resolve in Explorers RPG. I want players to interact not with just their items, but also frequently change out their gear to better suit encounters ahead.
In the game, you have six item slots, where most items takes up one slot. And every item is roughly categorized in three:
A character will frequently swap out their gear between bundles, specialized equipment and artifacts. If they are well prepared, the upcoming encounters will be easy, but are they ill prepared, they risk injury and even death. The players should want to first scout a new area using bundles to overcome unknown challenges, and then head back and plan which specialized items and artifacts they need to overcome the encounters they have intel on.
I have never tried this system before, so please check out the draft of the rules below and give some feedback on what you think about it.
See ya