On Sat, Apr 28, 2018 at 4:31 PM, Richard Aiken <xxxxxx@gmail.com> wrote:
On Fri, Apr 27, 2018 at 10:57 PM, Evyn MacDude <xxxxxx@gmail.com> wrote:


On Thu, Apr 26, 2018 at 6:28 PM, Tom Naro (via tml list) <xxxxxx@simplelists.com> wrote:
First off I agree with the "you didn't write it down, you don't have it" discipline.    

For most games I run, we have gone to equipment cards.  I make them using a business card template in a word processor and print them on cardstock.  They just have minimal info name, price, weight. (Ok some gear gets a little flavor text.)  The empty space on the card is a little bit important.

Show me the card, or give me the item happens a lot in our games.  No one blinks.

How do you handle encumbrance? 

I have been using a variation Car Wars Grenade equivalence system.




I'm not Tom.

Ok, Not-Tom... 8-) 
Or you could do like that other fellow up thread here did (IIRC) and change actual item weight into something like Load Points. These could be used to account for awkward/bulky items that are more troublesome than their weight alone implies. Four kilos of water is rather compact, but four kilos of pillows fills a small room. 

I have to admit the only game I have used any sort of detailed encumbrance system in recently is a Post-Apocalyptic offshoot of the MgT1ed rules. Which is the aforementioned GE system with a characters base load being the sum of Str and End.  But that level of resource managament doesn't come in to a lot of our other games.

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Evyn