I love inventory management.
That’s it. That’s the post.
But if I were to go a bit deeper, I’d say I’m fascinated by all the forms it takes. When I initially wrote Marching Order, I knew I wanted it to be a big part of the game. What you brought along with you had to be an important decision, as space was limited. You’ll need torches for light, but what about healing potions? Or, and rope. We might not even need it, but what if it comes in handy?
And should I use these bandages? That’s money lost and when they’re gone they’re gone.
If I had to wager a guess, I’d say that most people who really dislike inventory management have mostly experienced it from a D&D background and I’ll be honest – I don’t blame them. D&D uses a weight based inventory system (you can carry a certain amount of weight based on strength) and that’s a lot of math for not a lot of payoff. You can carry a lot of stuff, so it’s not like it’s super impactful.
So if we wanted to track inventory differently, what else is out there? I’m sure there’s so much more, but I know of three big options.
#1. Slot Based inventory.
This is what I used in Marching Order. I first became aware of it from an old school ttrpg system I shall not name. Basically, characters have a certain amount of inventory slots, often based on their strength. Every item takes up a certain amount of slots (or portion of a slot) based on how much is weights and how cumbersome it is. (Something big takes up more slots no matter it’s weight.
Mausritter goes a little step farther and has paw and body slots too. Some items, like a long weapon, take up one of each, limiting what type of armor a mouse can wear. It’s a really neat balancing mechanic. In addition, if you get a condition in game, such as tired or whatever, it takes up a slot, meaning that’s one less item you can carry. This scarcity makes even mundane items pretty powerful!
#2. Usage Dice
Usage dice can exist in weight based or slot based inventory. This is for items (or groups of items, like ammo) that have multiple uses. The Alien TTRPG uses these. For instance, every time you have to use your oxygen supplies, you roll a pool of dice equal to your remaining reserve. For each negative result, you decrease your supply by one.
Let me tell ya, not knowing exactly when you’re going to run out of a crucial thing really ups the tension – which is great for a TTRPG like Alien!
#3. Quantum Inventory
The only game I know that uses this is Blades in the Dark. I’m certain there must be others.
During each mission, you have a certain amount of inventory slots available to you. What is in them? Who knows? The thing is, they are all empty – until the moment you need something.
Each character arch type has a list of items available to them. If you need it while you are in play, you just have it – provided you have an inventory slot left. You pull out the item, mark off the inventory slot, and go about your day. When you’re out of slots, you can’t produce more items.
I like this system for a game as focused on the fiction as it is. As part of it’s core approach, it eschews planning and wants you to jump right into the action. Not having players have to worry about how many torches they have is a great way to do that.
On the other hand, that planning is exactly what I find so fun in some other systems.
Okay, folks. I’m sure I forgot some inventory management systems, or I just don’t know about them. This is where you come in. Tell me what I missed! Drop it in the comments below.
TAGS: Game Theory, Horror
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