On the things we carry

Everyday carry, or EDC: We all have things we carry around with us on a daily basis; whether it's our keys and phone, a wallet and watch, or a crowbar and glasses. So when we create characters on the page, for either a game or story, we have to consider what gear they are going to have on them. 

Most of the time when we're reading we don't think about it. Characters are generally assumed to be carrying things, but unless we have specific scene laying it all out, we don't really worry about it. [Obviously we think more about it in games where the gear we're carrying determines what our characters can do in a given situation. We can't attack the ogre if we didn't pick up the sword two rooms back, for example. Or any hidden object puzzle game where you have to collect all the pieces of a key.] 

As for the specific scene laying out all of the characters things, one that comes to mind is the jail scene. The character is either being locked up or released, and all their gear is being, or has been, inventoried. While these can be little more than lists, they can give us insight into the character. Here are a three lists of effects taken from characters in cinema:

Alexander DeLarge

  • 1 half bar chocolate (not to be returned)
  • 1 bunch of keys on white metal ring
  • 1 packet of cigarettes (not to be returned)
  • 2 plastic ball pens, one black one red
  • 1 pocket comb black spotted 
  • 1 address book, imitation red leather
  • 1 ten penny piece
  • 1 white metal wristlet watch - Timerest, on white metal expanding bracelet
  • 1 jacket - blue pinstripe
  • 1 necktie - blue
  • 1 shirt - blue, collar attached
  • 1 pair black leather boot, worn
  • 1 pair trousers - blue pinstripe
  • 1 pair socks - black
  • 1 pair underpants - white w/ blue waistband

"Joliet" Jake Blues

  • 1 Timex digital watch - broken
  • 1 unused prophylactic
  • ... 1 soiled
  • boot - black
  • belt - black
  • 1 black suit jacket
  • 1 pair black suit pants
  • 1 hat - black
  • 1 pair sunglasses
  • 23 dollars and 7 cent

Not mentioned, but shown:

  • white dress shirt
  • black tie
  • Zippo lighter
  • half packet of cigarettes

Capt. Jack Sparrow

  • One pistol w/ no additional shot nor powder
  • A compass that doesn't point north
  • A sword (not, despite expectations, made of wood)
  • One leather tricorn hat

For Jake, most of his items are part of his trademark 'uniform'; with a couple of notes about his past. (As well as an interesting point that he checks his watch in the deleted gas station scene to see they are running late to the show.)

The first item for Alex reminds us that he was still only a youth, making his falling into a life of 'ultra-violence' all the more tragic.

And for Capt. Jack Sparrow, well all of those items play a significant part to his character and the story.

I've always been interested in these sorts of scenes. They get me thinking on what items that the characters I create would have splayed out on the table when they invariably have some sort of run in with the authorities.

Another variation on this is the disarm scene; where they characters have to hand over all the weapons they are carrying (even the hidden ones). Of course, one of the best of these was in Pirates of the Caribbean 3 when Elizabeth Swann was asked to remove everything she was carrying and filled the table with a small arsenal.

It's the odd things out that lead down the path to the character's past. The key that doesn't go to a house or a vehicle, the half solved Rubik's cube, or the worn out photo of a child (which could be sentimental or creepy depending on the character). Theses are touchstones into the character's inner workings. These are just as relevant as windows into our own lives when we look at the items we carry daily. 

 

Here is a picture of my EDC.

Here is a picture of my EDC.

Each item is there for a reason and each finds its use; some more obvious than others. The challenge then is to see what's in your character's pockets. A persons items tell a story just as much as their appearance. Sherlock Homes was able to tell all about man just by the clothes he was dress in. It's all in the details. You just have to look.


As promised we are back to the weekly blog here on Wednesdays. Things are still ever changing, but I plan on keeping you in the loop as things happen.

I hope everyone has been enjoying Die-Roll-Dungeon, and if you haven't had a chance to give it a look, it's over there on the left. 

Until next week, be safe out there and keep creating.