Custom Move: Gear Check. Does something like this exist already?

Just one of those random thoughts that occurred to me as I'm prepping to introduce a couple friends to the game. Is there a custom move already published somewhere or otherwise popular that covers the character having some common item on their person that they'd usually have to buy in town but might not think to? I'm not a fan of situations like, "Well, you'd need a rope to tie up the prisoner, but you didn't think to buy one back in town ..."

If it doesn't already exist, I was thinking something like:

Gear Check: When you immediately need a common item you might have on your person, roll +INT to see if you had the foresight to bring it with you. On a 10+, you were prepared, and happened to have obtained the item recently - subtract coins equal to the item's common cost from your purse to represent time and money spent getting the item, and add it to your list of equipment. On a 7-9, you have the item and pay coins for it as above, but it is of poor quality and using the item invites risk as determined by the GM.

Posted May 6, 2017, 8:41 AM UTC

611
rakino•

This is called adventuring gear. Most (all?) classes start with some. It isn't defined until you use it.

Adventuring Gear; 5 uses, 20 coins, 1 weight

Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use.

  • Dungeon World
25
Xercies_jday•

I also love an aspect I think a dungeon world podcast said that maybe someone loots the wizards lab, you get 5 uses of Wizard's lab gear. Blew my mind that maybe other bags like this could exist and you could use it for loot purposes.

13
brentnotbroken•

The podcast is Discern Realities, by the way. A good source for DW ideas.

2
rakino•

That's a cool idea!

1
BrentRTaylor•

I've done this during a couple of sessions now and it works really well.

1
Mr_Bob_Johnson•

I love a lot of aspects of DW, but Adventuring Gear is definitely one of the main ones. As someone who's played Shadowrun, the idea of "Fuck it, you have one thing that tracks all those tiny items you might need here and there" blew my mind and instantly sold me, haha.

7
rakino•

Yeah. I love it : who cares exactly what you've got in your pockets.

1
N_WhoOP•

Guess this is a case of creating an idea that wasn't necessary! Thanks for the reminder, I was so caught up in my idea that I didn't give a look at the equipment rules - just the moves. (And also it was nearly 2 a.m. and brain no function so good.)

2
Qrowboat•

Even though Adventuring Gear is already a thing, I still really like this move! You could play around with the basic structure to suit your group's tastes as well. Maybe a use of Adventuring Gear allows you to take +1 to the roll or choose from a list of beneficial options (e.g. it's not faulty, you have a little extra leftover, something something something).

3
rakino•

Quick question: does your group not use adventuring gear?

1
N_WhoOP•

I've only run one game of DW before, and it was pretty much made up on the spot. Only one of those players knew any of the rules, besides myself, and the adventuring gear thing didn't come up that game. I've run a ton of Star Wars and D&D, where equipment tends to be a bit more strict.

My upcoming game is for two players, one who hasn't played D&D since 2e, and one who isn't into gaming in general. We chose DW because it's generally light on mechanics, focused on story and action. This late night thought about equipment - and not wanting to be too strict about it - pushed me to making this move. I kind of skipped the part where I should have double checked DW equipment list first.

2