Librarian, cat dad, and tabletop games artisan.


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Working on a major overhaul of Plunderlight, a game I released as an ashcan in 2019. Part of the overhaul is gutting a lot of the original core mechanics, that I think were just a little too unwieldly, and replacing them with BitD-derived tech.


You can see the basic pitch for Plunderlight in this chost, but the short and sweet is: I'm trying to build the game I wanted The Burning Wheel to be.

Anyway. One of the things I'm angsting over is how to handle equipment. Original flavor Plunderlight really didn't care about encumbrance or carrying capacity or any of that. The easiest thing, obviously, would be to just put some lines on the sheet under "Kit" and leave it at that.

Obviously, that's not where my head's at right now.

My current idea is to do a riff on BitD equipment. Rather than a list of vague archetypal equipment (a fighting blade, a weird weapon, armor, +heavy, etc) it would be a list of specific things picked during character creation or acquired through play.

Where I see it possibly having problems is choosing load. Plunderlight isn't as scaffolded as BitD in terms of phases of play so negotiating around when you set your load could be tough or unintuitive. Or, could just set your max load as 5 + dots in Toil and not worry about different levels of load being a thing.

Or, I could drop trying to do equipment like a FitD game and go for something more classic/OSR-y.


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