
There is a moment in almost every tabletop RPG campaign that quietly unites all players, regardless of system, setting, or seriousness.
The boss is dead. The treasure is scattered. The party is victorious.
And then someone says the most dangerous sentence in gaming:
“We need to sort the loot.”
The Kickstarter for Magic of Inventorying, takes that universally awkward post-dungeon ritual and builds an entire roleplaying game around it. Instead of treating inventory as background paperwork, it makes it the main event.
The Adventure After the Adventure
In most RPGs, the story ends when the dungeon is cleared. In Magic of Inventorying, that is where things get interesting.
Players take on the role of adventurers who have already done the heroic bit. The dragon is defeated, the cursed idol is no longer actively cursing (probably), and now the party is standing in front of an unreasonably large pile of loot wondering how on earth they are going to carry it home.
This is the game.
No boss fights. No epic world-saving arc. Just the real final challenge: deciding whether you actually need three slightly different magic swords and a suspiciously heavy goblet.
Inventory Management, But Make It Emotional
At its core, Magic of Inventorying is about limited carrying capacity. Characters can only take so much with them, which immediately leads to the classic RPG party behaviour of arguing over who gets the cool sword, insisting an obviously useless item is “important for lore reasons,” quietly hoarding things no one remembers picking up, and trying to justify why your character absolutely needs a cursed hat.
But the game leans into this chaos on purpose. Items aren’t just numbers on a sheet. They become little stories. That weird statue you picked up is not just “worth 10 gold,” it is “the thing that started a five-minute argument and nearly ended a friendship in-character.”
A Game Built on Friendly Negotiation Chaos
Magic of Inventorying is designed as a GM-less, group storytelling game, usually played in a single session. Instead of one person running the world, the players collectively work through structured phases: what dungeon they just cleared, what loot they found, and, most importantly, who gets stuck carrying what.
The fun comes from the negotiation. Every item is a tiny debate waiting to happen. Every decision is a chance for dramatic overthinking. It becomes less about min-maxing and more about maximising the emotional distress of choosing between two identical potions.
The Journey Home: Now With Consequences
Once the loot is sorted, the game is not done being cheeky. The journey home becomes part of the story too.
Because it turns out that carrying 18 magical artefacts, a suit of armour, and that one mysterious orb everyone forgot about has consequences. Suddenly, all those small decisions made during loot sorting come back in the form of problems, complications, and the occasional dramatic collapse under the weight of questionable priorities.
It is the RPG equivalent of realising you have overpacked for a weekend trip and now you are personally responsible for transporting an entire antique shop.
Final Thoughts
Magic of Inventorying does not try to compete with epic fantasy adventures or complex tactical systems. Instead, it focuses on something much more relatable: the chaos of trying to decide what fits in your backpack after a very productive dungeon raid.
It turns out that when you remove the dragons and traps, you are still left with something surprisingly entertaining: a group of friends arguing over whether a slightly dented chalice is “vintage” or “junk.”
And honestly, that might be the most realistic fantasy experience of all.






