I think "equipment" isn't the right way to look at it even. It's more about that in a story-focused game the granular details of who has what equipment at any given time shouldn't become a distraction to telling the story. So when the thief tries to pick a lock there's no need for a previous scene to exist where the thief buys or builds lockpicks, for example. Or a player suggesting that his character with high Animal Ken has a trained dog, for example... Sure, why not. Let's keep the story moving. Sensible assumptions based on player-character-builds are a way to not get bogged down in the details. Especially, as Justin said, these pre-square-one concerns can be un-fun and disruptive.
What's strange is that both H5 and what his rework of the Resources Background show is that it doesn't seem like he understands this concept. That concept I just described is all about not letting details get in the way of telling the story. The moment when scarcity is created with "once per session", it turns into the kind of equipment-management Justin Achilli wants to avoid. Suddenly you do have to care about this once-per-session power on your char-sheet and when to use it.
What's strange is that both H5 and what his rework of the Resources Background show is that it doesn't seem like he understands this concept. That concept I just described is all about not letting details get in the way of telling the story. The moment when scarcity is created with "once per session", it turns into the kind of equipment-management Justin Achilli wants to avoid. Suddenly you do have to care about this once-per-session power on your char-sheet and when to use it.
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