Sorry folks, you hit a nerve… that’s my least favorite answer - just make it up… shields up, this’ll be a little sharp.
#1 If you don’t use SUPPLY or make it meaningful in your games. That’s absolutely cool. This question isn’t for you then.
I’m a little irritated that every time someone points out something that is a core mechanic that was overlooked or could use more work, the answer I see consistently is “not spoon feeding you and make it up.” The system can’t learn or grow with that answer. Enough of those responses and you have shut down any meaningful communication you might have had.Go ahead and search the forums for spoon feed(ing) - you’ll find a mechanic that could use some work above it, with the poster sheepishly walking away going, “sorry I asked…geez”
It’s 100% okay for additive things to ICRPG have the “make it up not spoon feeding you answer.” But SUPPLY is mentioned all the time, it is a core mechanic, kind of like the Yog crystals used to be.
Here’s a few examples from other games that explore abstraction instead of bean counting and how they do it.
Tiny D6 is super simple and streamlined, doesn’t mention it, and its not an issue. You as the GM can make it an issue but there is no mechanic named “SUPPLY” that you would hang the ruling on. You are free to make it as hard or soft as you want - no part of the Tiny D6 world has “traveling cost x SUPPLY a day.” You don’t need to figure out your supply load and how much equals one loot doesn’t come up.
Dungeon World, which I assume ICRPGs SUPPLY concept comes from, has a similar mechanic called adventuring gear. It has 5 uses and 1 weight, you find whatever you need in there with certain things costing certain amounts of uses. Here the weight matters and like ICRPG it has an impact on the world, but unlike ICRPG it clearly lays out what and how it impacts it, while grounding it with the weight limit.
Five Torches Deep does something just like it, only you need to name the stuff you put in before you go adventuring. Not quite as quantum as Dungeon World and ICRPG. Weight matters a lot, it grounds the mechanic with clear consequences. Here what you brought matters but how much doesn’t.
Key take-away is each of those systems clearly defines the idea and its mechanic. That’s not spoon feeding, that’s laying out your game mechanics.
How hard would it have been to say 1 SUPPLY = 1 LOOT or some combo like that. Absence of it means it probably never came up in the 1000’s of hours of play-testing and games that have been played around the globe - so honestly it should be removed, its just confusing folks that want to use the mechanic.
@Anthony_C It’s more than just food and water (not to get down in the weeds but water does weighs a lot - pick up 5 quarts and walk around with it for a day - stuff is heavy and takes up space!) its things like bullets, rope, lanterns, oil, torches, your cooking gear, spare parts, your sleeping mat, extra cowboy hat, the list goes on.
Thanks for the helpful responses. If anyone else has examples of how much SUPPLY equals 1 loot in your games I’d appreciate hearing it!
Deathbare