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Showing posts from October, 2022

New Month, New Inventory Mechanic

I have been plugging along on work related to The Grand Bazaar and The Curse of Doors . In the meantime though, it's a new month and I have had some ideas for a new inventory system so I thought I would share that here. My players and I still enjoy the tetris based grid system and we will likely continue to play that one in our campaigns, but I will be the first person to admit that adding on a tetris minigame is a bit of a hard sell in teaching a new RPG to someone. My favorite inventory system after my grid based system is a slot based system. I also tend to want to take mechanics and concepts way past the point where they make sense anymore. I had also read  this article recently, that talks about the idea of skills of a character being defined by what they are not carrying. So here is a system where almost everything is defined by your inventory: Characters have 20 inventory (this term may be changed) slots, numbered from 1 to 20. Inventory slots may be used for abilities and