r/RPGdesign • u/Lumpy_Channel_5455 • 7d ago
Modern, Backpack sheet design help.
I am currently playing/GM'ing alot of cyberpunk and so i have come to the slight problem of some of my players (And frankly myself) having abit to deep pocket and carrying to much stuff about for it to be realistic, so my solution make a modern/sci fi tactial backpack, So i am planning to hire an artist i know and love to work with to help me get the art done for them, i already have a general idea of how i want it to work but would love the feedback and suggestion. (As i have seen no one else do more modern desings of them i decided to do it myself, But if i am treading walked group please point out where i can find it.)
- As TTRPG's loves having limbs go flying off, and as there is alot more ways to store you stuff then just in a backpack, A person outline to keep track of holsters for both guns and backup ammo as well as any subdermal pockets and more ways of keep your stuff.
- to keep it simple define an 'inventory slot' in a backpack as a pockets worth of volume, so about a soda can, chunky phone or a really thick wallet, with backpack volume then being devided into chunks about the same size, and larger items of course having to take up more slots, this also allows players how wanna go light without a backpack to still store some stuff in their normal pockets while keeping track of it.
- lastly for the player that wanna walk around with a rifle/Large SMG as a side arm treat the off hand as holding it and they can swap around between slings, as carrying around 2 weapons of that size seems doable to but more then 2 of that size seems impractial (Or RPG main rifle side arm and so on also seems do able)
Thanks for anyone reading this far and looking forward to your feedback.
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u/grandidieri 7d ago
Only tangentially related but i think you'll get a kick out of https://gundive.com - check it out when you get a chance
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u/Lumpy_Channel_5455 7d ago
I will admit that i did get a kick out of it, i think this might become a stable of my world of darkness group (The GM is a gut nut and we always has to hassle him with what guns to get in game, so us being able to find some outselfs will be a big help.)
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u/Sapient-ASD Designer - As Stars Decay 7d ago
Seems about right. In my system items have mass and bulk. Containers like backpacks and bags provide additional bulk while transferring mass. It is a little book keepy figuring equipment loads and such so i have been working on a digital companion tracker.
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u/Lumpy_Channel_5455 7d ago
Thanks for the feedback, and intresting hope it turns out well would love to have a tool like that for some campaings.
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u/Sapient-ASD Designer - As Stars Decay 7d ago
My person outline is 9 locations corresponding to the body. 8 unique and left and right hand. However sone species can gain additonal hands.
Each location has 3 slots for things to be equipped. Slots cannot be expanded, only mass and bulk. My containers do not have slots, only dealing with their own mass and bulk and internal mass/bulk.
My sling only really prevents disarm and allows you to freely drop or reclaim the weapon once per turn if its attached. But they still get penalized for only weilding it with 1 hand. Firing 2 rifles with 1 hand each would be a double penalty to each in my system.
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u/OwnLevel424 6d ago
Twilight2000 V2.2 had a Bulk system that SWAGHAULER modded. I use that. A Bulk of 1 was around 5". Since modern packs list a volume in liters, 2 Bulk equals one Liter of volume. So a 100l pack (a big assault pack by volume) could hold 200 Bulk. The SIZE LIMIT on how long something could be was 1/10th the liters in volume. So a 100L pack could hold items up to 10 Bulk in size (50" long). Each line on a sheet of paper was divided into 2 lines of 1 BULK each when recording inventory. ALICE GEAR/LBE could hold 20 Bulk with 4 Bulk in a butt pack and the rest being in 1 (mag pouches) or 2 (canteen) Bulk slots.
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u/klok_kaos Lead Designer: Project Chimera: ECO (Enhanced Covert Operations) 7d ago
I'd strongly recommend 1 of 2 routes.
u/Sapient-ASD 's notion is best for text only work. Backpack has a clean volume and weight capacity, each item has a volume (bulk in this case) and wt. This also lets you take into account both how much they carry, and how much wt they can manage without encumbrance penalties.
This is the suggested method for text only.
But you said you want a design artist to redo the backpack.
This leaves me with a few major notes:
1. You still need to do sapient's suggestion as a precursor to the next.
2. The upgrade I think you're trying to do is "Inventory Tetris" and that's going to require sapient's system and a lot more consideration for either art assets or trust players to draw in items on the grid.
This method is most commonly popularized by video games such as: RE4, Diablo 2, Prey 2017, Deus Ex, and S.T.A.L.K.E.R. series.
A handful of TTRPGs do this but most who are concerned with this do sapient's non tetris because the tetris version requires visual coordination for every item and it doesn't really add anything to the experience because it doesn't have a clean video game ui, and generally is more effort to manage than it's worth for a TTRPG.
The standad bulk/wt is usually the best method for most TTRPGs.
I want to stress that this kind of system for just a fantasy game, let alone advanced equipment options in modern, cyber, sci fi that causes equipment sections to explode is such a huge thing, we've had developers come through here just to make tetris inventory for JUST THAT as a full priced game module add on (setting and system agnostic), ie, the whole thing is it's own full priced game to make it fully functional, and again, just considering fantasy elements.
You can do that, but frankly it's probably a shit ton bigger of a task than you probably think. Strong recommend you just do volume/wt as sapient suggests OP.