You might also take some cues from the TV series 'Supernatural'
Funny, I was looking for a wikia entry to all of the tools they were using. Back in the days, I watched the first 4-5 seasons and enjoyed it (until the angels came that is) and I felt it was a good thing to go back to (that's where I got the idea of salt).
Characters in the show typically own (and pass on) journals detailing the monsters they have hunted, making these journals invaluable sources of information on the habits, strengths, and weaknesses of any monsters that have been previously hunted successfully.
Haven't given any thought to having a journal, but I did have a 'book'. I want to keep things simple, but maybe there's room for that. Turning this into a gameplay mechanic might be a bit more complex (I don't want to just have a book show up on screen with text entries...)
Rope could be used:
to tie up people -- because they're aiding or summoning monsters, or because they're somehow controlling something that wouldn't otherwise be evil -- or to tie up monsters.
to hold doors shut OR prevent them from being closed.
to gain access to difficult-to-reach areas; climbing down/up, getting across a drop, etc.
to create traps; snares, slings, swinging blades or weights, etc.
as an improvised weapon.
Feels like it could be a good crafting ingredient, assuming I want to go down that route, thanks.
Shovels might be needed:
to dig something up. Maybe you need to dig up a corpse to destroy or bind a spirit. Maybe you need to dig up some artefact.
to bury something. Maybe certain monsters need to be buried as part of the process of destroying them, or maybe just as a temporary measure whilst you find a more permanent solution.
as an improvised tool to jam a door shut or open, to break a lock, etc.
as an improvised weapon.
Rather than a simple shovel however, might I recommend an entrenching tool. They're basically a smaller folding/collapsible spade/pick combination, and are therefore easier to carry than an ordinary shovel but should have more potential uses.
Interesting. However, what concerns me here is the gameplay implications of a shovel. Unless I plan on putting visual cues (which would mitigate the need for 'exploration') it could feel as random as in Zelda: A Link to the Past where the shovel was useful only truly once and, on a first playthrough, was a pain... Any reference of a shovel tool implemented in another game?
Mirrors can be used:
to see around corners.
to verify vampires (assuming they don't reflect in your setting) or other creatures which don't reflect or may be revealed in a reflection.
as a distraction; reflecting light on a wall or the ground, or to blind someone/something be shining it in the eyes.
to reflect certain creature's special talents; a Medusa's petrifying gaze for example.
Indeed. Many games have coupled the idea of a reflective surface with another gear item however (such as a mirror shield in the Zelda series). To insure the 'tool' has as much use as possible, I might do my own 'blend' but I agree that this is an all-purpose tool every hunter should have.
Explosives can be used:
to open or close things.
to destroy artefacts, creatures or bodies.
as a distraction.
as a very brief light-source. Might even be blinding to certain monsters.
I'm trying to come up with an explosive source that feels a bit original. Dynamite, bombs and C-4 are over-used. Brandy + torch felt more akin to a molotov cocktail but it might not pack a sufficient punch (it's really just incendiary). Any idea how I might implement some form of fragmentation grenade in a low fantasy medieval setting?
Candles can be used:
as a light source.
as a distraction, either by placing it somewhere to be seen as a distraction, or to cover up or provide a new smell.
for rituals to summon or dispel things, or perhaps to strip the power from something.
as a basic defence against something with a particular fear of or weakness to fire.
to provide melted wax for sealing things, as an ingredient for a spell or ritual, to stick something in place, etc.
In what way do you feel candles would be superior to a torch specifically? I'm not aware of any properties 'wax' might have, but you seem to be hinting that it might.
A large/long leather coat can be used:
as clothing (providing warmth, covering up some of the other equipment you're carrying, etc.)
to smother a fire.
to hide things, or cover something that might be dangerous to touch.
as an improvised bag or pouch to carry something.
as a somewhat poor source of fuel to start a fire (for signalling, or just to burn things) if nothing else is available.
to plug a small gap (drainage pipes, small windows, etc.)
Could be a starting gear item that explains why the character has room for so many tools.
A magnifying glass can be used:
to read small writing.
to light a fire if sunlight is available, or to focus any other type of light; maybe you need more focussed moonlight for a particular ritual for example.
I wanted to introduce this item as well, because I feel it can be used as a 'lens of truth' in some ways, but I felt that the usage was too narrow to be worth implementing. I really want to avoid tools that are used only in a very specific kind of way because I feel that, though they're on-theme, gameplay would suffer. I realize this thread's purpose is not design but theme, yet I need to consider this nonetheless.
Maybe certain monsters even have a weakness to glass in the same way as some are vulnerable to silver.
Interesting. Are you aware of any trope where this would be applicable? I can see glass powder used as some form of shrapnel assuming it is within an explosive. It might be a bit too close to the idea that salt can force spirits to disassemble temporarily.
What sort of monsters will your game actually feature, and what weaknesses might those creatures have?
Temporary 'boss' roster includes:
Troll - Much like the myth, it would regen unless you apply fire to any wound you've made. So essentially, you need to combo up a decent attack on a body part and immediately follow up with fire to cauterize the wound and prevent regeneration. Boss would have something like 8 body parts, and how you wound them is entirely up to you, so long as you apply fire in a timely manner.
Lich - I'm very fond of the 'phylactery' concept. I think the Lich wouldn't be in a boss room, rather, it would follow the player around, and you need to escape its clutch as much as you can until you can find the phylactery and destroy it. Applications here would include something to detect the phylactery, and some way to destroy it. Then, possibly a very straightforward combat, against a very powerful foe however.
Vampire - I like the idea that vampires are masters of illusion. I think detection would play a role here as well. Some form of lens or mirror to detect which vampire is the true one (with the others being fake copies) or something akin to Ganon in ALTTP where you need to keep some form of light on to harm it.
Dragon - I'm really not sure what a dragon's weakness should be in this game. Most interesting tropes I've seen is located a weakness under their scales and fire an arrow or throw a spear at it. I don't think it would make for a much interesting 'hunt'. Thoughts?
Werewolf - This one would play out as an investigation. Basically, the player would think he's out to get a wizard. Some clues would point that he is actually a shapeshifter. All accounts, however, would point to a single shape in which he's ever shifted: a barghest or hound (I'd avoid the term wolf to make it too obvious). Thus, bringing silver would be the only way to defeat him in his lair, or else be in a fairly uneven fight. Silver would only 'turn' it back to a mortal though.
Ghost - Unsure yet, but possibly its ability to phase into immaterial form and still manipulate the environment. Salt comes to mind as a means to make it vulnerable, but I haven't given it much thought yet.
etc.
The items carried by your character should be based on known weaknesses of creatures (s)he might face.
I'm hoping for these tools to be not only combat-oriented. I like the concept of progressive mobility (the infamous double-jump in a metroidvania for example). Gearing up with a rope, a hookshot, etc, is appealing to me, and I believe a hunter may find himself in a situation where he needs these types of tool. Any thoughts on mobility-based tools? (including overwhelming obstacles altogether).
A really heavy duty crossbow.
With silver arrow heads.
Possibly blessed.
If an arrow is thick enough, its technically a stake
That's exactly my protagonist's main weapon currently. I like that it puts the player in a 'survival' feel where he needs to save the ammos for the big threats and find more efficient ways to dispatch the weaklings.
Thanks all!