One of the most influential writings I’ve read with regards to game design is Chris McDowall’s Information, Choice, Impact. The article is worth a read, I’d summarize it as:
Very much agree. A lot of item tables in games put in the lists of random items mainly for cheap verisimilitude "just in case" someone wants to buy that item and... I guess the most important thing is costing it? I remember in Ryuutama there's an item in the list for "Soap" and there is a condition for being dirty and smelly that impairs social tests, however there's no mention of whether Soap can be used to cure the condition. A weird oversight considering it seems like an easy mechanical use for the item.
> Very much agree. A lot of item tables in games put in the lists of random items mainly for cheap verisimilitude "just in case" someone wants to buy that item and... I guess the most important thing is costing it?
There are so many things that players could by that trying to price all of them (and BFRPG's Equipment Emporium is an honest effort) doesn't seem seem possible or particularly valuable. Pricing *some* of gives the GM implied guidance, but I think there's easier and quicker ways to provide guidance on what's available and how much it costs.
> in Ryuutama there's an item in the list for "Soap" and there is a condition for being dirty and smelly that impairs social tests, however there's no mention of whether Soap can be used to cure the condition
I think games are chocked full of this. I get that items serve their in-fiction purpose, and not every item has to interact with some mechanic, but there's a lot of stuff where I would appreciate some assistance.
BFRPG notes that a tent is 10lbs and that a 10-man tent is 20lbs. That's a lot of weight! The characters, who are limited in what they can carry, only want to carry stuff that helps them. When faced with a heavy tent (as heavy as two-handed sword), it's very reasonable to ask "do I actually need this?"
BFRPG doesn't answer! It never mentions a tent outside of the equipment list. People make lean-tos, and plenty of fantasy fiction has characters sleeping under the cloaks leaned up against trees.
So if we want players buying and carrying tents (both of which are downsides) we need to actually provide upside or it's all dumb.
For Ryuutama, if all it takes to clear your smelly condition is that you soap yourself down, it sure *feels* like that becomes a non-condition. If you *can't* use soap to stop being smelly, what is it for?
Similar thing with whetstones. Every version of D&D I'm aware of has them on the equipment list and I have no idea what they're for. Nothing makes blades dull! There are no mechanics for dull blades!
Very much agree. A lot of item tables in games put in the lists of random items mainly for cheap verisimilitude "just in case" someone wants to buy that item and... I guess the most important thing is costing it? I remember in Ryuutama there's an item in the list for "Soap" and there is a condition for being dirty and smelly that impairs social tests, however there's no mention of whether Soap can be used to cure the condition. A weird oversight considering it seems like an easy mechanical use for the item.
> Very much agree. A lot of item tables in games put in the lists of random items mainly for cheap verisimilitude "just in case" someone wants to buy that item and... I guess the most important thing is costing it?
There are so many things that players could by that trying to price all of them (and BFRPG's Equipment Emporium is an honest effort) doesn't seem seem possible or particularly valuable. Pricing *some* of gives the GM implied guidance, but I think there's easier and quicker ways to provide guidance on what's available and how much it costs.
> in Ryuutama there's an item in the list for "Soap" and there is a condition for being dirty and smelly that impairs social tests, however there's no mention of whether Soap can be used to cure the condition
I think games are chocked full of this. I get that items serve their in-fiction purpose, and not every item has to interact with some mechanic, but there's a lot of stuff where I would appreciate some assistance.
BFRPG notes that a tent is 10lbs and that a 10-man tent is 20lbs. That's a lot of weight! The characters, who are limited in what they can carry, only want to carry stuff that helps them. When faced with a heavy tent (as heavy as two-handed sword), it's very reasonable to ask "do I actually need this?"
BFRPG doesn't answer! It never mentions a tent outside of the equipment list. People make lean-tos, and plenty of fantasy fiction has characters sleeping under the cloaks leaned up against trees.
So if we want players buying and carrying tents (both of which are downsides) we need to actually provide upside or it's all dumb.
For Ryuutama, if all it takes to clear your smelly condition is that you soap yourself down, it sure *feels* like that becomes a non-condition. If you *can't* use soap to stop being smelly, what is it for?
Similar thing with whetstones. Every version of D&D I'm aware of has them on the equipment list and I have no idea what they're for. Nothing makes blades dull! There are no mechanics for dull blades!