Weight Gain games come with a number of expectations, chief among which is that your character gets larger, and said enlargement has consequences… Such as bursting out of one’s clothes.
Role-playing games also come with a number of expectations, one of which is that you’ll be able to customize and augment your character with worthwhile equipment.
One of the most common types of WG game is either an RPG or one with RPG elements, and thus, many WG games will have equipment systems.
Should there be any problems? Probably not. But what if your game includes clothes-bursting from weight gain as a feature?
Has your player literally destroyed their precious armor? Has it conveniently, but unsatisfyingly, been damaged, and need to be repaired and refitted? Did it not matter at all, because all armor is generally interchangeable? Did nothing happen at all, because you’re ignoring it? Are any of these particularly satisfying conclusions?
I propose an alternative system to the traditional RPG equipment system: Rings. These simple loops of metal slip onto any available finger, provided there isn’t already a ring there, and bestow some boost or other effect, much like any other enchanted armor piece.
- Simple to design, whether you’re conveying its appearance through graphics or text.
- Logical loot. Player finishes a quest? Give 'em a ring. Opens a chest? There’s a ring. Better than yet more gold or consumables.
- Potentially fun collectibles. Almost everybody loves to “catch 'em all,” and rings can fit that bill.
- A pragmatic, modular augment system. Hate having two different pieces of armor for the same slot? Rings have slots for as many fingers (minus thumbs) as your character has, sidestepping this particular problem. Rings offer the ultimate in mix-and-match.
Granted, I’m probably trying to solve a problem that doesn’t exist, and I’m simply overthinking a system that works well enough already, but I thought it’d be fun to propose the idea for discussion anyway. Thoughts?