As Wastewalker develops a following and the rules are refined, we’re going to take some time to call out various rules variations and adjustments Wastewalker makes. We hope that doing so showcases some of the different, and fun, elements of the game without making reading through the whole of the new rules text cumbersome!
I have to laugh. Ammo and encumbrance rules are almost always highly contentious topics that don’t see anywhere near the discussion that other elements do. Sure, all of the meme groups are awash in alignment debates, edition wars, “does the paladin fall because⦔ sort of topics, but never ammo or encumbrance until the rubber meets the road, or rather the dice meets the table.
Survival games, however, are almost always about or feature as a major point limited resources. A part of the whole pressure of that style of play is one of desperation, limited ability, making choices, and making do. Outside of computer games, however, that is almost always a nightmare to track which is why ammo and encumbrance rules in tabletop are met with such reactions. No one really wants to do the math! The occasional player may want the immersion, the game master may want to impose the penalties, but often everyone else will nearly revolt. These are rules players hate or embrace and not much middle ground.
For Wastewalker, I’ve borrowed from various places what feels like some of the best options to split that particular hair. As a post-apocalyptic survival, you shouldn’t be able to really lug around unlimited ammo, unlimited supplies, and the like. Good drama comes in part from stress, such having to kitbash together answers in the moment because bringing it all with you isn’t manageable.
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