Anybody ever done an expanded “normal” equipment list?

Anybody ever done an expanded “normal” equipment list?

Anybody ever done an expanded “normal” equipment list?

The one from the book is pretty cool, but I’d like to have better gear progression opportunity in my games. Y’know, the stuff like :

Rusty Sword

> Iron Sword

———> Valerian Steel Sword

20 thoughts on “Anybody ever done an expanded “normal” equipment list?”

  1. I don’t like the equipment list to be honest. Don’t be afraid to speak your mind if you or anyone feels the same. I know the community has alot of the. IT’S PERFECT HOW DARE. Like any other fan base. The problem with adding a superior shop is you have to avoid 2 things, making sure they aren’t just +1s and magic items are special so adding that to a basic shop would take away from the game in that regards. At most id add tags, not easily broken, or slow to dull, fictional benefits (which in a way jas mechanical benefits). Just make sure they don’t out class.

    THE FIGHTERS, WEAPON and your good.

  2. It sounds cool, but I don’t know how I’d handle it as a GM. Would the rusty sword come with the golden opportunity to break when it parries a blow from a better weapon?

    It would be dramatically cool to do that, and it would match the GM move “use up their equipment”, and it would be answering the player’s flag. But unless the player says “rusty sword” every time they use it, I would forget every time.

    I guess you could outsource the memory by giving the player a move: “When you parry a blow with your rusty sword, reduce the damage by half and your weapon breaks.” Then, they still lose their weapon, but they would choose the dramatic moment?

  3. Seems like a lot of work for very little benefit. I don’t think the DW equipment list is perfect by any stretch, but I think it was designed with a goal in mind, and you should think very hard about why there AREN’T “tiers” of equipment already.

  4. It doesn’t make sense to me to have inorganic item progression. Like as the GM, if you think a character should get a new sword, you can throw that in a chest somewhere. Obtaining new weapons should follow the fiction. I think the point of avoiding making new weapons a numbers game is key here. Your players shouldn’t be driven to get a shiny Valyrian steel sword because it gives them +1 damage, they should want it because it is the only thing that can hurt a specific type of monster or because it can kill ghosts.

  5. I didn’t speak about +1 or -1 anywhere 😛

    But it’s mainly to give something to spend their coins on.

    I’ve noticed that it’s the 3rd campaign I’m running for them (in 3 different systems) and they never have much stuff to spend money on.

  6. You can also create a progression narratively by making better things available later. Maybe the town the PCs are defending only knows how to smith bronze, but later when they get to the Capitol, they can get magnificent steel weapons crafted by the finest artisan smiths.

  7. On second thought, the rusty sword move above gives the player 1 benefit of Defend for free, for using cheaper equipment. If I used it, it would be with Defend:

    “When you parry a blow with your rusty sword, spend 1 hold from Defend to reduce the damage by half. Your weapon breaks.”

  8. Deep Six Delver I don’t like that one. It raises the question “Why can I only get this by using a rusty sword?” I don’t see how being able to defend BETTER follows the fiction from “My weapon is not good.”

  9. I have done this for Stonetop. It is not, IMO, worth the effort unless you’ve got some very specific design goals.

    In the case of Stonetop, I want to:

    – Reinforce the late bronze/iron age feel

    – Make the availability of “better” gear in your home town a real, tangible thing to work towards

    – Make space for “quality” stuff that isn’t specifically magical

    And because of those goals, a revamped gear list made sense. I gotta run, but I’ll post a link to it later.

  10. Mike Pureka, that’s the case with the first version. That’s why I revised it.

    But the version with spending hold from Defend creates a drawback: If you’re using a rusty sword, and you spend hold from Defend to “Halve the attack’s effect or damage”, your sword breaks.

    Isn’t that worse than just spending hold and deflecting half the damage?

  11. Oh! Sorry; I misunderstood what you wrote. Yes, that’s an interesting way to approach it. Still a little awkward if you want to do lots of different types of equipment though. =/

  12. That move might work for many different kinds of weapons and shields. Instead of making it specific to the rusty sword, you could make add the “crummy” tag. And then trigger the move like so:

    “When you parry a blow while using a crummy weapon or shield, spend 1 hold from Defend to reduce the damage by half. Your crummy weapon or shield breaks.”

    Obviously, that wouldn’t cover everything, but it would cover a lot.

    For armor, you could simply make crummy armor ablative. “When you take damage while wearing crummy armor, subtract the armor’s number from the damage you suffer, but the armor loses 1 point of protection.”

    Then, to incentivize quality gear, you might give certain monsters shattering attacks (or even shattering defenses), instead of or in addition to forceful. Shattering attacks would break normal gear, but quality gear might be immune.

    There are probably a lot of better ways to do this, I’m just ejecting what suggested itself in this moment. I haven’t seen the Stonetop equipment rules.

  13. Here’s the Stonetop Moves & Gear list. You can see the revised gear on the last 2 pages.

    The different Gear Lists also interact with the steading moves (on page 5), specifically the Outfit move. And the Seasons Change move (interacting with the other steading moves) is how the town’s Prosperity changes over time. – Moves & Gear.pdf

  14. My players never wanted to spend money on better weapons because I never gave them any money…

    We’re all about fictional tags, aren’t we?

    /Edit I failed to name my move

    “Conspicuous Consumption

    When you use excess coin to purchase a particularly impressive item, give it a descriptive tag for each 50 coin over the base price you spend. Choose from the following list, or invent your own:

    Bejewelled, engraved, gold-plated, shiny, sturdy, Valerian, Venusian, Brogdignaggian, silver, black, stripy, spotty, plaid, minty”


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