I'm finishing up my Legend of Zelda Fate Core campaign, and I'm still trying to get a feel for how items should be represented. I know that Fate isn't a game where inventory and money are well-tracked, but there are few enough special items in a Zelda universe that we can make use of them without too much bookkeeping. I know that aspect spamming is bad and I'm trying to follow those guidelines as well as possible to keep the information economy in my game clean.
Issue 1: The Magic Hammer a la A Link to the Past. In short, the magic hammer is used to smash things. Without it, you really can't smash things. You can't flatten pegs, stakes, and whack-a-moles without a hammer (or similar). The hammer is a permission for smashing.
Now, how does the game represent that? Do I have to make it an extra? Should "Wielder of the Magic Hammer" be an aspect? Or should we just call it a narrative element and be done with it? Is it okay for it to be a non-mechanical story element? Like, "I didn't write it down because it's not an Extra, but I know I narratively have a hammer, so I'm gonna smash stuff." Is that okay? Can it really be that easy?
Issue 2: More expendable items, such as, say, Bombs. If a character doesn't have a narrative justification for Bombs, can they just make an in-the-moment Superb Resources roll or something just to say "I have bombs in my bag?"
Or, assuming that the character picked up a sack of bombs that the last bad guy dropped, can we just assume that they have lots of bombs for the sake of the narrative? No mechanical benefit like "+2 to attacking groups," or something wacky, but simply as a descriptor for action?
What I don't want is to create a situation where people just say, "I'm going to smash the Helmasaur King's mask because I have the Magic Hammer! And then I'm going to spend a fate point invoking Magic Hammer to, uh... smash really hard!" I think aspects are reserved for things that are both interesting, relevant, and double-edged.
I realize that lots of questions are flying around, so let me narrow this down to some more cohesive questions:
- Is it okay to use "character notes" or other non-aspect narrative elements as permissions for actions? Would they be better represented as aspects?
- Do items generally deserve their own aspects? What about "Legendary" or "Magical" items found along the way that might have a bit more impact?
- Why or why not?