the gift of dice

The Backpack Delver - A CERAMIC/MOSAIC Strict Module

This is a simple concept for an inventory-based system for solving problems.

This would probably be great in a dungeon crawl scenario, and it doesn't require dice.

I do not include objective mechanics on purpose. I want you to fill the gaps for your game of choice, or even use this as a game system on itself.

Backpack

You have a backpack. It has six Containers and each Container has 3 Slots.

Each Container can carry up to 3 pieces of Gear, as long as their total combined Size doesn't fill more than 3 slots.

The example below has a Big Sharp Sword, in Container 1. It fills all 3 Slots.

Container 2 has one Lantern, Size 1, and two units of Oil, each size 1.

Container 3 has a Long Rope, filling 2 Slots and Spikes, filling 1 spot.

1 big sharp sword
2 lantern oil oil
3 long rope spikes
4 five foot pole
5 large shield helmet
6 trusty armour rations

Objects

An Object has a Size from 1 to 3, filling that many Slots in a Container.

Objects are always at least one Noun, plus one or two Qualities. Each word fills a Slot.

Examples:

Objects that can be bundled count as a single slot when sensible.

Objects are assumed to be of adequate quality for the setting established. So in a bronze age game, writing in a "Bronze Axe" is redundant. Write Qualities that matter.

Characters are also assumed to have basic personal belongings appropriate to the setting, such as clothes and some neglectable objects. Write in those things only if they are unique or relevant.

Objects can represent trait or skills. They are subject to the same rules, as other Objects. It is assumed that you have any negligible tool to allow you to use that skill or trait once, if sensible.

Characterization

The things you carry inform important things about a character, regarding what and how they got what they have.

A character carrying only tangible tools may be seen as careful and practical, while a character that brings only traits and skills may be seen as daring or foolish. The quality of those thins may inform social class, while other details may inform cultural background.

Resourcefulness

A track that allows a character to avoid item breakage or loss.

Use Resourcefulness when you would damage an Object or when you would spend it so that you can preserve them for longer.

You can also use Resourcefulness to combine two or more Objects to come up with new solutions. The more objects you combine, the more it costs.

Luck

Luck is a track you can use to find just what you need when you need it. Use Luck and and throw an Object away to replace it for another, or for finding a single use Object to be used immediately. The more Luck is at play, the bigger the Object size. Luck allows your find to be a little less reasonable than usual.

Resentment

Resentment abstracts the wear, tear, and loss that YOU suffer as you trudge through your delve.

You earn Resentment when:

Using Objects

When you wish to solve a problem, surpass a challenge, win a contest, or learn a new secret, declare what Object you are using.

Assume failure by default. You always fail when you do nothing or not enough.

When you employ an Object, you may achieve:

One-Use and Reusable

Some Objects are one-use: when you use them, they are gone unless you use your Resourcefulness or it makes sense that they wouldn't. When you spend these, erase them from your Backpack.

Example Objects: Potion, Oil, Ration, Torch.

Others are Reusable, in which case they just degrade, again unless you use your Resourcefulness or it makes sense that they wouldn't.

When Reusable Objects degrade, erase a quality word and replace it for its new state.

Examples:

Usually the qualities go before the noun, but it could be appropriate to go the other way.

Example:

Salvaging, Fixing, and Trading Objects

Reusables still fill the same amount of Slots, unless it is reasonable to salvage parts of the Object, reducing its Size. Use Resourcefulness to salvage a degrade Object.

Example:

When in an appropriate location such as a workshop, some Objects may be fixed.

If the character would be skilled in the particular craft necessary for the object in question, use Resentment.

If someone else's service is required, the character may trade an Object, size for size as reasonable, or use Resourcefulness as appropriate.

When a characters wishes to acquire an Object to replace one they carry or to fill empty Slots, they may use Resourcefulness or trade something they have, size for size as reasonable.

Conclusion

This CERAMIC/Mosaic Strict module is designed as a replacement or improvement for usual inventory mechanics, or as a stand-alone system. It should transport well for any setting or scenario that focuses on danger, scarcity, stress, and time constraints.

I used a version of this for one of the first iterations of fantasypunk but settled for something else.

Still, it's a pretty cool little system that can work with or without dice.

License and Attribution

This module is published under the Anti-Capitalist Attribution Cooperative License.

You may use the template below for attribution:

[your thing] used/was inspired by The Backpack Delver by Gabriel Caetano Barbosa.

Credits

Art from thumbnail by Stoneshore

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#CERAMIC Strict #MOSAIC Strict #RPGLATAM #TTRPG #diceless #inventory #module #randomless #system agnostic