The Forge Reference Project

 

Topic: [LoL] Equipment?
Started by: dindenver
Started on: 2/1/2006
Board: Indie Game Design


On 2/1/2006 at 11:58pm, dindenver wrote:
[LoL] Equipment?

Hi!
  People have asked me, why do I have an equipement list? Unfortunately, that question was accompanied by a lot of other question that demanded more attention from me. So, now I am ready to address this question. But the question that comes to my mind is the opposite.
  Why not?
  I mean, it gives mercantile-type chars something to do. It can be realistic, and it can, if done corrrectly, be an example of the fantasy economy. I've only seen a few games that don't do equipment, and they didn;t do it well.
  So, if you were doing a sword and sorcery game, why avoid equipment, what do you do about that "stuff" and how does it work/look?
  Thanks in advance.

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On 2/2/2006 at 1:07am, stefoid wrote:
Re: [LoL] Equipment?

yeah I agree with you.  surely part of the setting is to tell the players what technology they have available, and how much it costs.

i.e. in a bronzeage world, there are no crossbows.  but there are chariots.  however, a chariot is EXPENSIVE.  its like the equivilant of owning private jet or a yacht in  todays terms.

pcitures of equipment add to the players mental imagery of the world as well,

so go for it.

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On 2/2/2006 at 2:32am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  I do want to keep this about the benefits of a system without gear lists. But I would like to point out that the Crossbow was invented around 200 BCE
http://en.wikipedia.org/wiki/Crossbow#History
  Anyways, anyone have a good experience with a system without equipment list? How did characters get "stuff" and how did it work?

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On 2/2/2006 at 2:41am, stefoid wrote:
RE: Re: [LoL] Equipment?

dindenver wrote:
Hi!
  I do want to keep this about the benefits of a system without gear lists. But I would like to point out that the Crossbow was invented around 200 BCE


iron age began in china circa 600bc ;)

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On 2/2/2006 at 3:28am, Noon wrote:
RE: Re: [LoL] Equipment?

Equipment entries are sort of like adventure hooks, as in, play can end up revolving around them. Take the crossbow thing here as an example - this is a thread about designing a game, but suddenly it's starting to revolve around just when the crossbow was invented.

In other words, they can put a thread off topic and a game off it's topic. Take chariots, for example. You might have just put them in there for completeness, but your really keen to have a game that has lots of fishing in it. But the players take a look at the chariot, go whoah and there goes any game play focus on fishing.

PS: I'm not actually against or for equipment lists in writing this. I'm just giving a run down of what they do, IMO, as a game effecting technique.

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On 2/2/2006 at 3:33am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Of course you are right. But I am more interested in "fun" games that do not include equipment lists. It hasn;t happened to me so I am at a loss to imagine how it works, anyone got some clues for me?

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On 2/2/2006 at 4:24am, IagainstI wrote:
RE: Re: [LoL] Equipment?

Well, I've almost never seen a system that complete does away with equipment lists. I say almost because another designer on this forum is working on a really interesting freeform narrative game where all the characters are in a dreamland and there's really no specific equipment lists.

Other than that, the closest I've ever seen is Exalted. The only actual equipment list included basic weapons and armor. As for all the other fun material stuff, it was handled using wealth levels, which described the character's basic standard of living. Overall, I thought it was a great system with regards to taking some of the focus off of micromanaging an economy, while still keeping economics a factor in the game.

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On 2/2/2006 at 5:05am, Selene Tan wrote:
RE: Re: [LoL] Equipment?

dindenver wrote:
Hi!
  Of course you are right. But I am more interested in "fun" games that do not include equipment lists. It hasn;t happened to me so I am at a loss to imagine how it works, anyone got some clues for me?



A large number of Forge-influenced games lack comprehensive equipment lists. (i.e. lists of all possible equipment in the game.) Some have suggested or example item lists, allowing players to make up other items (Dogs in the Vineyard, Donjon), while some games don't need or address items at all (My Life With Master, Breaking the Ice). Also, some games treat items the same way that abilities/special characteristics are treated (The Mountain Witch), so that there's less need for the lists.

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On 2/2/2006 at 5:46am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  OK, that's what I thought. The way some people have phrased this question, I thought maybe there was a playstyle I was not aware of.
  Thanks for the feedback and please post here if someone has something more to add.

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On 2/2/2006 at 8:18pm, GreatWolf wrote:
RE: Re: [LoL] Equipment?

I wrote about my lack of equipment list for Legends of Alyria at this link.  The summary is that equipment can be used simply as Color to provide character exposition without actually affecting the character's Effectiveness.

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On 2/2/2006 at 8:47pm, Joshua BishopRoby wrote:
RE: Re: [LoL] Equipment?

Dave, here's a basic principle: you should only include something in your game if it affects game play in a desired fashion.

You outlined three things (among others left unsaid, perhaps):

dindenver wrote: I mean, it gives mercantile-type chars something to do. It can be realistic, and it can, if done corrrectly, be an example of the fantasy economy.


I'll address them out of order.  Firstly, you cite 'realism'.  If authenticity of this sort is important to your game design, then this may be a reason to include it.  (The counterargument being that a static list of stuff and prices is not realistic at root, but that can be sidestepped by including rules to customize or modify the list given the specific situation.)  Secondly, you cite an 'example of the fantasy economy'.  Again, if the economy of the fantasy world is important to the game design, this makes sense to include it, along with (one assumes) notes about where things are harvested, produced, sold, et cetera.  This also pretty much assumes a world setting bundled with the rules set -- which I think your project does, but it's a design assumption to be conscious of.  These two are most powerful together -- as in, "realistic authenticity is important to my game, especially as expressed in the constraints of the fantasy economy."  If you can truthfully say that about your game, then leaving out the equipment list is a mistake.

Lastly, and the weakest argument, I think, is 'giving mercantile-type characters something to do'.  If I wanted to play a merchant, why do I need a list of stuff to do merchanty things?  Why can't I just say, "Hey, I've got a wagonfulla silks and spices here, and I'm selling it to the local people." or the like?  One response is that you can't adjudicate the benefit of such a sale without the price list, but that's arguing to realism, again.  There's no reason why the list is essential to being a merchant; it's perhaps essential to judging the success of that endeavor, which is a slightly different thing.

One of my current projects, Full Light, Full Steam, has no equipment lists.  In fact it has no equipment at all, in mechanical terms.  You play British naval officers in ether-powered spaceships, and you tote around guns and gizmos and tools and explosives and all sorts of stuff in the fiction.  However, I didn't see any advantage to writing out a list of stuff for people to use, considering, hey, you're an officer, you have a standard-issue sidearm.  You're going to go board that ship, you want to pick up a rifle before you go, sure.  If you get into a firefight or something, you having a better gun than somebody else isn't as important as how your character acts, and what they bring to the table in addressing the challenge.  It's far more important in the game that I'm a Loose Cannon or a Absent Minded Genius or a Grizzled Veteran (stats called thematic batteries).  What gun my character is holding pales in comparison to who he is.  Now, FLFS is all about characterization, so equipment just isn't important -- in that game.  If you wanted to make a game that's all about cool gear, then an equipment list is important to such a game.  But for my game, equipment isn't important, so hence no equipment list.

That make any sense?  And did it even address your question for the thread?

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On 2/3/2006 at 12:12am, stefoid wrote:
RE: Re: [LoL] Equipment?

Joshua wrote:

One of my current projects, Full Light, Full Steam, has no equipment lists.  In fact it has no equipment at all, in mechanical terms.  You play British naval officers in ether-powered spaceships, and you tote around guns and gizmos and tools and explosives and all sorts of stuff in the fiction.  However, I didn't see any advantage to writing out a list of stuff for people to use, considering, hey, you're an officer, you have a standard-issue sidearm.  You're going to go board that ship, you want to pick up a rifle before you go, sure.  If you get into a firefight or something, you having a better gun than somebody else isn't as important as how your character acts, and what they bring to the table in addressing the challenge.  It's far more important in the game that I'm a Loose Cannon or a Absent Minded Genius or a Grizzled Veteran (stats called thematic batteries).  What gun my character is holding pales in comparison to who he is.  Now, FLFS is all about characterization, so equipment just isn't important -- in that game.  If you wanted to make a game that's all about cool gear, then an equipment list is important to such a game.  But for my game, equipment isn't important, so hence no equipment list.


JBR, how do you the players even know what technology is available to their characters, if you dont list it.  Sounds like some sort of hi/lo-tech fantasy world you have there... are there any steam-powered maser rifles for instance?  How would I know?  Surely in a world with non-standard technology, its at the very least some really nice colour to know the technological capabilities of the world?

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On 2/3/2006 at 12:20am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Thanks for the insight Josh. So, if there is no equipment in your game, what happens in game if you switch from pistol to rifle? More damage, different skill, nothing because combat is not resolved like that or..?
  I think I'd like to know more about how it works, then I can judge the impact on play/design for myself. Not that I disagree or agree with your assesment. I just can't think about what it would work like to have no equipment list/rules. Exalted has a limited list and abstract economic system, MEGS has a buy the ability not the item system, and others do the basic use in game resources (money) to gain in game objects' (eqipment).
  I don't think any game can include every item imaginable, and certainly I don't claim that mine does. But I wonder what a game would look like without any equipment listing?
  Thanks for taking the time to reply and anyone else can jump in with their experience/suggestions if they have any.

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On 2/3/2006 at 12:34am, Joshua BishopRoby wrote:
RE: Re: [LoL] Equipment?

Stefoid --

The first half of the book is all Setting junk, presented in-character and as entertainingly as I'm capable.  It talks about how the etherships work, what makes a snap cannon hit its target, what parts go into an analytical engine, et cetera.  In terms of what is available and how it works in the setting, I'd go so far as to say that I've provided more information than your usual gamebook-with-list does.  So that sort of thing is covered, it's just covered in a slightly different way.

As for steam-powered maser rifles, the answer is: sure, if that sounds cool to you, and the other players agree.  The thing of it is, you've got a big steam-powered maser rifle, the NPC has a plain old gunpowder firearm, deciding the fight still comes down to who you are rather than what you've got in hand.  Also, I can totally see a character with a signature supercool gun as a thematic battery -- Jayne's gun Vera from Firefly immediately springs to mind -- which would even allow you to get mechanical bonuses (and penalties) when using it.  Because in that case, Vera is part of who Jayne is.

There is a little more leeway on what is and isn't in the world than a static setting where there is a hard-and-fast answer.  The players need to have the ability to fiat such things into existence in order to express their characters.  Part of the game is making up Giant Cool Shit -- in fact I can't really see it without that element.  It'd be like StarTrek without technobabble, or Farscape without some crazy new alien every episode or two.

Dave --

Your last is correct; switching from rifle to pistol does not change anything, unless you happen to have a thematic battery like "Pistol-poppin madman" or something.

As for what a game is like without equipment lists and rules -- consider how the game is set up.  In D&D or similar, a lot of characters are defined by their equipment -- the mace-weilding priest, the axe-chucking barbarian, even the SMG-toting street samurai.  On the other hand, consider the inspirational materials for FLFS, stuff like Horatio Hornblower or Star Trek -- characters have stuff based on what they're doing at the time and the present circumstances, no more.  Characterization is developed through other means.  In Actual Play, I think you'd be surprised by how little difference there actually is.

If you'd like to see the manuscript, I am in playtest; I'll PM you the information.

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On 2/3/2006 at 12:37am, ffilz wrote:
RE: Re: [LoL] Equipment?

Dogs in the Vinyard is another great example of a game that has room for equipment, but does it without an equipment list.

Bringing this back to your game, how do you envision equipment being importan in your game? What does it do?

Frank

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On 2/3/2006 at 3:24am, stefoid wrote:
RE: Re: [LoL] Equipment?

Joshua wrote:
Stefoid --

The first half of the book is all Setting junk, presented in-character and as entertainingly as I'm capable.  


This is what I want to do with my game.  Rather than present the setting as an encyclopaedia, present it as a collection of writings, sayings, stories and poems from in-game.
Lot of work there, though.  Places a premium of creative writing skills. 

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On 2/3/2006 at 6:14am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  OK, again, let's get back to talking about positive, actual play experiences with games that do not want/have equipment lists.
  Anyone have a good illustration of this point?

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On 2/3/2006 at 3:35pm, CSBone wrote:
RE: Re: [LoL] Equipment?

Dave,

I think Dogs in the Vinyard is the best example I’ve seen of what you seem to be looking for, but I haven’t played the game so that has all of the weight of a foofy pillow. I LIKE “stuff”. I like the background and the pages of notes about it and I like getting all of the “stuff” on my character and figuring out cool ways to use it.

However…

Mechanically speaking that does not need to mean that the equipment has to actually functions different and/or better. In the game I’m designing the idea behind my equipment is that it is a “switch”. If you have the piece of equipment you can use your abilities. If you don’t…you can’t.

This gives me the opportunity to have all of the equipment and “stuff” I want and the ability to write as much or as little “niftyness” as I want but keeps the mechanics really simple.

A simplified example from my game Space Ranger:

All weapons and armor are defined with 4 “switches”:  Weapon=Yes/No, Superior Weapon= Yes/No, Armor= Yes/No, Superior Armor= Yes/No

Character has a Slowbolter (a kind of gun) and is wearing Diamondoid Plate armor and a Personal Angelnet. Net effect from a mechanics standpoint is that the four “switches” are set: Weapon=Yes, Superior Weapon=No, Armor=Yes, Superior Armor=Yes…in most circumstances. If his opponent isn’t wearing armor then Superior Weapon=Yes. If his opponent is driving a tank then Weapon=No and depending on the circumstances he might also have the misfortune of having Armor=No too.

But there is only 4  “switches” to define the game mechanics.

Another example. Character wants to climb a cliff. The switches are Tool=Yes/No, Superior Tool=Yes/No.

If he’s got a rope and a way to anchor it the “switches” are Tool=Yes, Superior Tool=No. If he’s got a full climbing rig with all of the asenders, desenders, carabiners, etc. the “switches” are Tool=Yes, Superior Tool=No. If he hasn’t even got a rope the “switches” are Tool=No, Superior Tool=No, and the job may be impossible.

In this case there is only 2 binary “switches” to define the game mechanics.

My Color can get as complicated as I want but the mechanical effect doesn’t have to.

In the case of Space Ranger I have not yet decided how many switches I’m using and how many settings (might turn out to be a “dial” rather than a “switch”), but that is how I’m doing equipment.

C. S. Bone

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On 2/3/2006 at 8:27pm, Sydney Freedberg wrote:
RE: Re: [LoL] Equipment?

The Dogs system was very cool in the one time I've gotten to play. In essence, you rate each piece of equipment in terms of how many dice it gives you:

1d6 if it's the normal, expected equipment for what you're doing -- a pistol for shooting at short range, a rifle for shooting at long range, a horse for riding, a Bible for preaching.
1d4 if it's "crap," i.e. still useful but balky or substandard in some way. My character had on his sheet: "1d4  - damn horse."
1d8 if it's excellent. I think my guy had an excellent gun (a fancy repeater-type rifle from Back East).
2d6 if it's big. Not necessarily high quality, mind you, just more potent.
2d8 if it's big and excellent. After a nasty run-in with a demonically possessed person he had to shoot dead because he couldn't exorcise her, my character acquired "2d8 - big gilt Bible," and in almost every conflict we ended up narrating the audible whump as he opened up this enormous, beautiful, leatherbound book -- in one case completely covering up his opponent's little beat-up family Bible -- and started preaching to people.

Dogs is a Western, and specifically a pre-1850 Western, which is kind of unusual, as most of Western movies are set ca. 1870-1880, so it does have a few pages of "this kind of gun has been invented, but this kind you'd see in movies hasn't, so the guns look like this; a typical small town has these kinds of stores, a typical big town has these kinds." Otherwise equipment is all the players and the GM sitting around going, "well, does it make sense that this guy would have one of these? Okay, any reason why he wouldn't have a normal 1d6 one? Cool, take [these dice], go."

How does a player character get equipment? Well, the player says, "hey, my guy should have a [whatever], okay?" And the GM says "okay." (Or "no," I guess, but the rules really encourage the GM to say "yes.") You can load up on Big, Excellent 2d8 stuff if you want to, and it'll even help you somewhat, but the way the rules work (rather like what Joshua said about his game) better equipment can give you a bit of an edge, but it's not decisive: My character's uber-Bible gave him 2d8, sure, but he got about 4d6 just from his Willpower score and another 5d6 from his Acuity ("intelligence" and "perception," sort of).

Ron Edwards's Sorcerer and Sword supplement for Sorcerer is even simpler. If you read the original Conan stories, Edwards argues, the author (Howard) basically gives a one-word or two-word description of what weapon Conan might be using (a sword, a big sword, an axe, his bare hands) and what armor Conan might be wearing (and Conan actually wears armor a lot in the original stories; no loincloth for him!), and then the rest of the description is about all the cool stuff Conan does because he's brave, fast, strong, and smart (yes, smart, in the original stories). So Edwards's rules give you basically a +1 bonus on top of a base score of maybe 4 or 5 if you have the right equipment for the job, a -1 if you've got the wrong equipment (e.g. you're using a spear in a narrow tunnel), and that's it.

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On 2/3/2006 at 8:30pm, Sydney Freedberg wrote:
RE: Re: [LoL] Equipment?

P.S.: In Sorcerer, you get a +1 bonus for, basically, giving any cool and situationally appropriate detail about what your character is doing, so +1 for having the right weapon is really a special case of that rule, and equivalent to getting +1 for saying your guy throws sand in his enemy's eyes, or howls a war-cry as he attacks, or gasps with effort as he lunges and dodges.

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On 2/4/2006 at 7:12am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Alright! Now we are getting some details. I can see it coming together in my mind. I haven't played those games, but at least I have a clue as to HOW they are played. I can guess at what the impact on the game is and even read a little into the descriptions you guys have provided, thanks!
  If anyone has anything to add to what Sydney has pointed out, please feel free to elaborate.

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On 2/4/2006 at 4:07pm, Eero Tuovinen wrote:
RE: Re: [LoL] Equipment?

Well, a bit of elaboration here: go and play those games without equipment lists, man! They're all but the expected standard in certain circles nowadays. I don't remember when I last played a game with equipment lists. I'd even go as far as to say that a game designer who hasn't played a game without equipment lists has a grave lack in his overall experience.

In it's simplest form not having equipment lists is just a matter of abstraction, just like anything else. Does your game list every martial maneuver separately? Is there special rules for, say, drop-kicks? If not, can characters do drop-kicks? Owning a piece of equipment need not be handled any differently than doing a drop-kick. Design-wise, the only reason to have equipment lists is if you want to have both a) differentiated rules for different equipment and b) you can't prebalance an equipment creation system that can be run as needed. If and only if both of those are true is an equipment list required. Man, what an outdated idea overall.

How equipment is dealt with in some systems I've played lately:

My Life with Master: No separate equipment rules. The narrator of a given situation can tell how the character has or doesn't have suitable equipment, and may - should he wish so - base a success or failure on the lack or availability of given equipment. For example: "I lose the fight because he has a sword." and "I lose the fight because I'm afraid." are both equally valid in any situation in the game.

Dust Devils: No separate equipment rules. Equipment will only affect a situation if you try something that is difficult without equipment. In that case the GM may, should he wish, add a couple of cards into the stud hand he draws against you (making it a bit more difficult). This is exactly the same situation as you'd have if your leg was broken, say. Lack of equipment and a broken leg are equal in this system as disadvantages.

The Shadow of Yesterday: Equipment can give you weapon and armor bonuses at certain times. There's three sizes of bonus from +1 to +3. The GM may, should he wish, give any equipment a +1 bonus situationally, if he thinks that the equipment is helpful in the situation. The higher bonuses come about only if players spend xp into their tools, giving them those bonuses.

InSpectres: Equipment affects only your ability to try things and the amount of stress you get (so a good car will stress you less than a bad one, and no car means you take longer to go to places). Both are completely up to the GM (who is instructed to be pretty arbitrary with the stress). You get new equipment simply by stating what you want and rolling a Technology roll (Tech being the skill used to procure equipment). A failure means you get something shitty and humorous, probably causing lots of stress in the future.

I could continue this list all day long. Equipment is not a separate factor for modern rpg design. It's only important if the context makes it so, and even in those cases the games that need equipment lists are few and far between, with very specific reasons for that need. If you can't put up those reasons, better to just make equipment a matter of narration and not bother with it. Clean design and appropriateness of design is more important than copying game designs from the '80s, surely. Putting in an equipment list without a need for one is like putting in separate car chase rules without any intention of using it. Just stupid.

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On 2/4/2006 at 6:00pm, Sydney Freedberg wrote:
RE: Re: [LoL] Equipment?

Actually, I'll speak up in favor of those classic eighties-style equipment list -- to a point.

Rolling up a D&D character (or building a character in The Riddle of Steel), figuring out how much gold they have, and then fiddling around figuring out how much stuff you can buy, and what stuff that character would need, and what stuff would be just cool to have -- that can be fun. Same with designing a castle using the D&D blue-book "Expert Set," or designing GURPS characters, where every aspect of the character is bought with points, or designing a car in Car Wars, or rolling up star systems in Traveller. Fun. I spend, man, hundreds of hours probably doing that during junior high school.

Here's the thing, though:

I did that stuff instead of playing the game with other people. I didn't have that many friends in high school, to start with, and the friends I had weren't into pen-and-paper games. So I did the character-generating, equipment-buying, stuff-designing part of the games, and nothing else, because that was all I could do alone.

See where I'm going with this?

All the buying-things-off-lists parts of a game -- and you might be buying longswords and caltrops, or 100-foot stretches of 20-foot high stone wall, or Vulcan Machine Guns (hits on 6 or better, 2d6 damage + area effect, takes 2 spaces, weighs 350 pounds, and cost $2,000, plus 20 rounds of ammunition at 5 lbs & $35 apiece for a total of 450 pounds, $2,700 loaded, and God I'm a geek) -- all that is the stuff that you do by yourself. Even if you're physically sitting at the same table with your friends while you do it, you're not interacting with them much, you're all sitting there staring at your own sheets and adding numbers -- and you've got to have experienced the GM saying "okay, let's all make characters" following by 60 minutes of scribbling and silence, broken only by the occasional "so can I do this?" or "what does this do?"

This is not playing a game. This is preparing to play a game.

If you want people to use Lol primarily to have fun when they're alone -- which includes being "alone together," that is in the same room but not really interacting -- then, absolutely, you need lots of crunchy lists of things you can buy with points, or gold pieces, or Divine Favor, or whatever the hell.

If you want people to use Lol primarily to have fun together, with their friends -- or with people who are going to become their friends because they play this cool game together and imagine amazing things -- those lists just slow everybody down. Go for a system something like Dogs or Sorcerer or The Shadow of Yesterday and get straight to playing the game.

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On 2/4/2006 at 7:30pm, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Thanks for the feedback Eero! I thik I have played games that have similar rules to the ones you have listed.

Putting in an equipment list without a need for one is like putting in separate car chase rules without any intention of using it. Just stupid.

  I know why I put it in there. I just wanted to explore why so many people ask 'Why have an equippment list?' And I don't have seperate rules for equipment. Mostly the list is a lens into the economics, tech level, how much does stuff cost, etc.

  Thanks for the followup Sydney!
  Somehow I don't think having a list of prices is going to detract from the fun of the game. But I will bare that in mind next time I go to edit that list.

  I just got a new game going to playtest my system, so I don't want to derail that to play another game. But when we are ready for a break, I might check out Sorcerer (I don't think I would want to play ditv or mlwm. From what I have read in Actual Play threads, doesn't seem like they are my kind of games), but in the mean time I can at least check out the mechanics and think about how it would effect my game.
  As an overview, my game is skill-centric. So each skill has a section called Time and tools that describes the effect of having/not having the necesary tools. So my equipment list is merely a name (for flavor), a price (for economics and scale) and weight. Basicaly, since it is a world of my own imagination, I wanted to give a solid guideline as to what was possible, what was new/rare and what things cost. If you deleted the e.

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On 2/4/2006 at 7:38pm, dindenver wrote:
RE: Re: [LoL] Equipment?

(continued)
  If you deleted the equipment list, you could still play LoL, but the value of the character's starting money would be more up to the GMs judgement and harder for the other players to plan for the equipment they will plan to use/need.
  I hear what you are saying about narration of tools, but I think I would have to re-write my game from the ground up to accomodate that ideal. But I didn't want to assume, so I thought I would ask about mechanics and see if there was something out there I was overlooking.
  If anyone wants to add their experiences with equipment rules without lists, please feel free.

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On 2/4/2006 at 10:50pm, Selene Tan wrote:
RE: Re: [LoL] Equipment?

One way is to define equipment by what it does, and pay for those properties. Then names and descriptions are left up to the players or GM.

As an example, let's say a basic weapon costs 5 gp. It has a damage rating of Light, accuracy Low, and speed Low. You can pay 2 gp to upgrade any of those qualities once, like from Light to Medium damage. You might decide to call this weapon a "club". Someone else might call it a "gnarled oak staff with runes cut into it", or "my little friend Bob".

I first saw this used in a modern/near future game to get around the problem of making up stats for all the different kinds of guns available. (And also to avoid the problem of gun nuts complaining that the stats were "not realistic.")

On the other hand, I think Tunnels and Trolls used its equipment list very effectively, since it tied into choices for character advancement. Weapons and armor required certain minimum attribute values to wield/wear. On level up, you could pick any of your attributes to improve, but some improvements would have a bigger effect than others. (e.g. Luck would increase by twice your new level, but Strength by only your new level) But if a less effective improvement meant you could now wield a stronger weapon, then it might be worth it to do that.

I have noticed that in D&D, there are some weapons that almost nobody wields. Usually these are weapons which are more expensive than others with the same properties, or the same price as weapons with better properties. Of course, it's hard to make sure your equipment list is balanced and tuned so that this doesn't happen.

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On 2/4/2006 at 11:35pm, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Thanks Selene. However, it seems like you gave mde examples of games WITH equipment lists. Exalted has minimum stats for equipment too. I generally don't like these rules as they get too cumbersome. And I don't like games where you buy the abilities of an item instead of the item, because it generally limits the items usefulness and creates a situation where a tree branch is more expensive than a bejeweled knife.
  But I appreciate the feedback.
  Again, if anyone has any thought, please feel free to add to this discussion.

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On 2/5/2006 at 12:50am, Sempiternity wrote:
RE: Re: [LoL] Equipment?

With respect to the Tree Branch versus Jewled Knife debate, the problem there is that you always have two different things to worry about in a game with an economy - the practical usefulness of the item vs the economic value of the item.

The Practical Usefulness value depends on what the item is meant to be used for.

So a Jewled Knife costed for beating someone up is worth less than a Tree Branch, in "beating people up" points, cause that isn't what its proper practical use is. Now, in terms of "impressing people" points, the Jewled Knife is way better than the tree branch, say, cause that is what it was made to do. If things are in the same category - say Tree Branch vs Broadsword - you just have to structure your system of "beating people up" points to assign value to traits that fit your vision of how your world works - usually the simplest option is to judge things by the world as we know it. So a Broadsword is better, and costs more "beating people up" points, than a Tree Branch because it is Metal, Sharp, and Large compared to the Branch's Wood, Dull, & Large values. 

Note that none of that tells us *anything* about the Economic Value of the item!

Economics is ruled by scarcity, and that depends on the economic constraints present in your setting.

I think the point i was trying to make here was that Equipment, when it is not just there for colour, is a resource available to the character, just like anything else on the character sheet. Be very certain that the way characters obtain (pay for) equipment is in line with what the game is about. 

In other words, even though the setting has some sort of economic system in place, that is just colour unless the players should be focused on gaining and losing wealth and property. You don't want the players to be juggling money and keeping track of prices if the game focuses on hunting down outlaws.

In, other, other words, money is a very very powerful & complex thing to introduce into a game system. Far better to buy equipment in character points (or buy traits & skills in money).

I'm sure you've got this already, but it feels really go to remind myself!

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On 2/5/2006 at 1:30am, Sempiternity wrote:
RE: Re: [LoL] Equipment?

Wow. I've read through the LoL Beta edition (from 2001) linked in your sig.

You have something there that totally feels like a fusion of GURPS and DND, plus a hefty worldbook.

I take it that is the old out of date work, now that you're working on the Forge?

I hope the moderators don't smite me for saying this, but that is a perfect "fantasy heartbreaker": I couldn't imagine writing something like that - i've been designing little tabletop strategy games for almost a decade, but i never even considered attempting work on an RPG - which i actually enjoy playing more - until i stumbled over the Forge and other indie gaming pages last year. 284 pages. Setting & system. I'm in awe.

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On 2/5/2006 at 2:12am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Well, I started it in 2001, but haven't really put too much work into it til this last year. And I am trying to to get it to a point where it can be published.
  Yeah, it has been called a "heartbreaker" before. I am working on it. But in the end, I may not be able to fully dodge that bullet. And I have resigned myself having to "market" around that single flaw.
  I really appreciate the fact that you read it all, if you vcould PM me with the exact parts of the game that made you feel that it is a "heartbreaker", that would be great.
  All in all, I feel it is a solid game system that is easy to learn. The world is developing up nicely and the playtesting is going well.
  The characters are coming out the way I want. Fully functional people that can accomplish most tasks, even heroic ones. A few people have asked me why I have an equipment list and I had an answer, but I thought I would find out why they are asking and what some of the alternatives are. Especially, actual play examples. But even brief descriptions of mechanics is fine.
  Anyone who has mor thoughts about equipment-less gaming, please feel free to add them.

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On 2/5/2006 at 2:27am, Sydney Freedberg wrote:
RE: Re: [LoL] Equipment?

dindenver wrote: If you deleted the equipment list...the value of the character's starting money would be more up to the GMs judgement and harder for the other players to plan for the equipment they will plan to use/need...


So why give characters "starting money"? Why make players plan out what equipment they need? Sorcerer, Dogs, and company basically allow the player to say -- right in the middle of a fight scene, even -- "oh, my character has a [this thing], doesn't that make sense?" and the GM generally says "yeah, sure."

If that's too abusable for you, howzabout:

hypothetical crunchy skill-based system wrote:
GM: Okay, the orcs have tied you up and thrown you in the dungeon.
Player 1: They took all our weapons, of course.
GM: Yup.
Player 2: Wait, my guy would have something concealed somewhere. A dagger or something. Y'know, out in the wilds...
Player 1: Is this a debating society or a roleplaying game? Dude, stop talking and roll dice.
GM: Yeah. What skills are you using?
Player 2: Uh -- Ranger at 17....
GM: If it were "Thief" or "Assassin," I'd give it to you at 17. Using "Ranger" like that takes a -50% penalty, so that's an 8.
Player 1: My character has "Lady of the Court" at 21...
GM: And knowing the Borgia-style court she came from, I'll let that count for concealed weapons at -50% too, but let me do his roll first, ok?
Player 2: Okay, Ranger 17 halved is 8 -- the rules do say round down, nuts -- but, wait, I have Wealth at 12.
GM: Halve it. You can use Wealth on almost any roll where it'd be useful to own something, but it's almost always halved unless, like, you're buying real estate or something.
Player 2: Fine, fine. 8 plus 6, then: 14.
GM: Roll.
Player 2: Got a twelve. Well, I made it, but two lousy Success Points.
GM: Okay, you have this little dagger up your boot they didn't find, but you have to get your bonds loose enough to reach it...


Or something.

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On 2/5/2006 at 3:50am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Thanks for the feedback Sydney!
  Well, the problem I have with "abstract wealth" is you usually end up having to make a system that converts it back into literal wealth. For instance in MEGS, Wealth 10 mesans you make so many dollars per year, etc. It can also force ridiculous/non-fun situations like not being able to get stuff because you already made your wealth roll for that week.
  I dislike odds-based equipment systems for this game, not because of concerns over abuse (you really can't craft rules that will stop that, in my mind), but over the effect it has on your game. Your character can become a "Felix the Cat" and just pull whatever they need out of their bag of tricks.
  I like that I got you thinking though and who knows I might come back and try something like this, but not right now.
  Does anyone else have anything to add?

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On 2/5/2006 at 4:06am, Sempiternity wrote:
RE: Re: [LoL] Equipment?

Sure.

This last post highlights something - you say you don't want a "bag of tricks" effect on the SIS. You want the stuff to *be there* before the players think about using it, or even needing it.

I've been toying with something that might give you an alternate approach to managing possessions.

Say you have a Wealth trait - or several specific ones, whatever - that is in some way "leveled" (this just is my way of saying that it isn't all or nothing, i want to be clear). During character creation a character may buy a certain level of this Wealth trait (or traits).
Instead of using this level to do a skill check and pull something out of your hat (or so it appears metagamey), or having it give you X amount of depletable resource that players manage to get equipment (the typical money & list system), you equate the Wealth level with a subsection of the big table of Equipment. Frex: If you have a Poor character, they only can have access to stuff off of the Poor Equipment Table. But, depending on their circumstances, they have access to *all* of the stuff on that table, all at once.

Now for the catch - do you allow characters to loot stuff or not?

(A first glance answer would be that any loot gathered (however) could only contribute toward raising your Wealth level - in your game that means XP - and any losses of property contributes toward reducing Wealth level. I'm not sure if that is possible in your game - it isn't in DND, not really. Level Drain, aside.)   

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On 2/5/2006 at 4:29am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  What you describe is the system Exalted uses almost exactly. It is OK, but not very realistic. And every version of this type of wealth system I have seen ends up just getting converted into actual money.
  Thanks for the idea though. Have you played any games where there were no equipment lists? What was it like?

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On 2/5/2006 at 5:06am, Sempiternity wrote:
RE: Re: [LoL] Equipment?

I actually chose that way exactly because it fit my version of what i consider "realistic". (And by this i simply mean, coherent in terms of the setting, with the implication that what the setting leaves unsaid conforms to the way our world worked, in the nearest analogous situation, as mutually agreed upon, like everything else.)

Consider the peasant in fuedal Japan: Even if he stumbles upon a forgotten cash of chinese coins whilst fixing up a dilapidated dojo, he cannot then go into town with his treasure and buy a Samurai's sword and armour. It is taboo. No, he must be careful, he must use his cash to raise his status accross the board to be accepted by daimyo, samurai, and peasant alike. And yes, this was actually possible, at least in times of strife.

Actual play without an equipment list varies a lot based on how equipment works in the game. I've played DND (3.0) without using the tables or any concept of cash - anything that wasn't magical wasn't worth our time - we just used the "magical item construction rules" in the back of the book, and lots of negotiating, to "find" just the magic items we needed (or wanted) in the monster's treasure stash. (This was all done under the classic GM's rule of law, mind you.)

I remember an Elfquest game where we had equipment, but i don't remember ever using any stats for it - a bow let us shoot things, a spear let us stab things, and so on. The effects were determined by our character's abilities (and negotiated dramatic apeal - the part that stands out is when we pulled the whole "Pulp Fiction moment to just waste a nasty beast, outright).

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On 2/5/2006 at 5:25am, Sempiternity wrote:
RE: Re: [LoL] Equipment?

That Elfquest example gave me an idea:

What if equipment depended on the skill you used it with?
A character with Average Bow skill has an Average Bow.

What if you could buy your equipment (with character points) as modifiers to the controlling skill?
My Average Bowman lays out some extra XP to get a Masterwork Bow.

What if your relative level in the skill let you have a equivalent of level of equipment for free?
My Master Bowman has a Masterwork Bow, gratis.

What if taking fallout to your equipment XP level caused you to temporarily or permanently lose Equipment Levels?
My Master Bowman has his bow confiscated after failing to convince the town watch that he can keep it; if they'll give it back to him when he leaves town he gets his bow back then, if they keep it he has to make or buy a whole new bow, costing some XP.

Possibly Nifty?

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On 2/5/2006 at 6:22am, Tommi Brander wrote:
RE: Re: [LoL] Equipment?

My fantasy heartbreaker has weapon- and armour lists, but nothing besides that. And no cost given to them. Bartering is cool and nicely removes the need of fixed costs.
For starting characters, I give what seems appropriate. Characters with access to blacksmith with relevant skills can start with quite formidable arms and armours, for example.

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On 2/5/2006 at 7:19am, dindenver wrote:
RE: Re: [LoL] Equipment?

Hi!
  Thanks Semp! That equipment based on skill level idea is real cool. I'll have to think about that...
  As to what I have now is everything is done with a Skill. and the diff numbers are based on you having the right tools of average quality. If you don't have the right tool, you might get a penalty or not be able to use that skill at all. I think the focus on Skills takes equipment away from center stage, but sill becomes a factor
 
  Thanks for posting Tommi!
  Well, basically, since there are not character classes, and the skills are broad in every category, there is no real way to use the system you mentioned in my game. But it is an idea.

  Let me know if anyone has anything to add in the realm of actual mechanics/play examples of games without equipment lists.

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On 2/5/2006 at 8:53pm, Sempiternity wrote:
RE: Re: [LoL] Equipment?

Tommi, that "equipment list as reference" idea is pretty cool. So you have a list of system-empowered equipment - stuff which really is just like any other Trait that goes into defining a character's utility - but you've made the equipment itself the resource players use to acquire new stuff, rather than something additional (like money). 

How do you resolve the looting issue? That is, what mechanics do you have to keep players from focusing on collecting and selling (junk) loot from their enemies just to barter up for better stuff, a la Diablo?

Here is a big question regarding system-empowered equipment: How is that part of a character's abilities denoted as "equipment" differentiated from any other ability a character may posses, such as skills & talents? What does that accomplish?  Is it worth introducing a completely different purchasing system (like money) to reinforce that differentation?

This is a cool thread. I'd love to see some more answers to these questions.

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