![]() |
hey hey i wanna be a rock star |
This post is part of a series of Blogs where I work on my home-ruleset, 'The Sanic Hack.' You may or may not gain better comprehension from reading the other posts in this series.
Worn Gear in Into the Odd/Cairn is pretty straightforward. There are 3 main kinds of armor, all bulky, with increasing levels of protection and a higher pricepoint. There is then the option to include Shields, Helmets, and/or Gambeson to go under the actual armor, each adding "+1" in whatever configuration you choose. Armor as a Stat caps out at 3, so you can't fill your inventory with Helmets and become invincible. For a game of medieval fantasy, this is the bare minimum you need, really. But, I'm writing a game of Blorbos going on Adventures; and a big element of going and seeing a new place involves shopping while you're there. How do I give the player the sensation of customizing their look with Worn items while still maintaining the inventory management element of the chassis I'm using? Also, I really don't want to write out a super long list of every Shoe style available to Hedgehog.
Let's start with the replacement for Cairn armor (not Armor, keep up) with "Costumes" A Costume is assumed to be a full set of clothes, but its pieces cannot be separated mechanically. These will come in 3 tiers of Price and Armor; similar to the Brigadine, Chainmail, and Plate tiers found in Cairn. +1 and +2 Costumes should be purchaseable, with the +2 Costume being harder to find. Then, we'll call items that add additional points of armor an "Accessory." These can be any individual piece of clothing, but only 1 piece of a larger outfit. Here you'd have your Shoes, your Scarves, your Hats, and your Bracelets. If a party of technicolor furries were to go to the Jungle Island and shop, they'd find suitably Tropical looking doodads to buy. Shark-tooth necklaces, masks carved from stone, maybe an umbrella made from Gorilla hide. These are all "Accessories", though, and are mechanically identical : +1 Armor.
In a game based on Into the Odd/Cairn, the real reason to pass up 1 mechanically identical item over another comes down to the game's approach on problem solving- the Gorilla Hide umbrella might make walking through a trap involving a spray of liquid NOT risky, for example. In order to reach your MAX Armor, 3, with only Accessories, however, you'd need to use three whole inventory slots on your person for them. That's a large chunk of your base 10 slots, so what are you to do?
My solution is to make every "Costume" of the highest tier, +3 AMR, craftable. In this theoretical, designing said "Costume" and at least 1 "Accessory" for each component of the design would be part of writing an Adventure. Collecting and combining the 3 Accessories compresses them into a single bulky card. Mechanically, once you have one Outfit with Armor 3, you don't need to look for any more. But with every major location having a new Outfit to find, and thematic Accessories to customize your character with, there's a lot of motivation to go out and explore, if only to dress up your blorbo. For DMs, this means they can either brainstorm ideas while doing prep for the adventure or BS a description in the moment. If it's an Accessory, it's +1. If it's an Costume, it's 1 to 3 with it's price being 20, or 40 of the game's currency.