Design patterns

Load

Game families
Forged in the Dark
Games
Blades in the Dark Scum and Villainy Band of Blades

Summary

Load represents how much equipment, gear, or preparation a character brings into a dangerous situation. Instead of choosing every item in advance, players choose a Load rating, such as light, normal, or heavy, and then mark specific items during play when they become relevant.

Load is not only an inventory rule. It is a way to measure prepared flexibility. It lets characters appear competent and prepared without requiring players to predict every future problem before the mission begins.

Design Purpose

Load reduces the need for long pre-mission shopping lists and equipment planning. It keeps play moving toward action while still making preparation, visibility, weight, and fictional positioning matter.

The mechanic shifts the question from:

Did I remember to bring this exact item?

To:

Is this item important enough to spend part of my limited Load now?

Problems Solved

Core Loop

Before an operation, expedition, score, or mission, the player chooses how much Load the character carries. A lighter Load usually means the character is faster, less suspicious, or more socially acceptable. A heavier Load gives the character more equipment options but may make them more obvious, slower, or easier to identify as dangerous.

During play, when an item becomes relevant, the player marks it from their available Load. Once the Load limit is reached, the character cannot freely reveal more prepared equipment without changing the fictional situation or accepting a cost.

Player Decision

How much visibility, weight, and suspicion am I willing to accept in exchange for being prepared?

Narrative Effect

Load creates a heist-like feeling of competence. Characters can pull out the right tool at the right time, but only within the limits of what they plausibly brought.

This supports fast-paced play because the group does not need to solve every logistical problem before entering the scene. At the same time, Load keeps equipment meaningful because each revealed item consumes limited capacity.

Load also affects how characters appear in the fiction. A lightly loaded character may blend into a crowd, while a heavily loaded character may look dangerous, suspicious, or ready for violence.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Prepared Capacity Resource is a mechanic that limits how much useful equipment or preparation a character can reveal during play, replacing detailed pre-planning with flexible but bounded readiness.

Design Notes

Load works best when the chosen amount has visible fictional consequences. If heavy Load does not make a character slower, more suspicious, less subtle, or less socially acceptable, the choice loses tension.

The mechanic is especially strong when combined with Flashbacks. Flashbacks explain previous preparation, while Load limits how much physical preparation the character can still reveal.