Using Slots to Organize Inventory

The concept of using slots to organize inventory is really helpful for my world, where you’re managing various types of equipment fairly frequently. I noticed, though, that when you take this approach players can click on any of the items and choose to equip them. This is odd for my world because while the qualities make sense in the Items listing they don’t make sense to equip. [li]

As an example, picture a WWII game in which you’re driving around in a tank. It makes conceptual sense that Tank Armor, Tank Cannon and Tank Speed might be listed in the Items tab under Tank Equipment Ratings. It doesn’t make sense to equip one of them, though.

Is there any way around this? If not, it seems useful to have a checkbox (automatically checked) beside Assign To Slot that toggles whether the item is equippable.

I would think of it in terms of its role in the story. Does the tank represent stat boosts, new opportunities, or a completely new sort of narrative? Are you going to be doing the same types of things in the tank that you do in the rest of the story?

I could conceptually see a few different solutions off the bat. First, equip the tank as a “Vehicle” that gives you multiple stat boosts. Second, give them a “Tank” quality which unlocks a new deck of cards (all requiring the Tank quality), so that they can use the tank to unleash firepower. Third, have tank stats be special Qualities that are modified by the Tank that you have equipped. Fourth, the Tank itself is a new area that has its own deck of cards which reflect your changed perspective to the story. (i.e., the cards you get while “on foot” and the cards you get “in a tank” might cover the same events from different perspectives, even)