HAVE WHAT YOU NEED
This move lets the players convert undefined inventory into specific items. It means that when they Outfit, they don't have to decide on everything that they've brought with them; they determine how much they're carrying and can define their inventory in the field.
Once they use this move to produce an item, that item is now in their inventory. They can drop it, use it up, break it, give it to someone else, etc.
This move can only produce items the character already owns or common, mundane items (like those on the Inventory insert or things that could be easily acquired in an iron-age home or farm). You can also let them retroactively try to Trade & Barter for special items via a flashback.
Ask questions about the stuff they produce. "What kind of food did you bring?" "Who did you get that from?" "What made you think to bring that?" You're not (usually) trying to challenge their decisions; these questions provide texture and help you portray a rich and fantastic world.
They creep up towards the cave entrance, and peer in. "It's really dark in there," I say. "Are you going in blind, or what?"
Caradoc says, "I'll use my lantern!" It's not a standard thing on the Inventory sheet, but it is one of his special possessions (a gift from Sawyl), so he can produce it with this move. He moves a ◊ from "undefined" to the slot with " Sawyl's lantern," then says he'll light it. "You have a tinderbox?" He doesn't, but it's an option in the Small items section of his Inventory sheet. He moves a mark from his undefined small items to the tinderbox, uses the tinderbox to light the lantern, and hands it over to Blodwen, so that he can wield his shield and spear. (Technically, she should now add it to her sheet and maybe give Caradoc one of her undefined ◊, but we all expect this to be temporary so we just ignore it for now.)
"Okay," I say, as they leave for Marshedge. "The first two days pass without incident. You find yourselves making camp, just before dark, at the wayside near Titan Bones. Mark off two uses of supplies each, or 4 total if someone has a mess kit."
They look at each other, and realize that no one has supplies in their Inventory, or a mess kit. "Well, you can Have What You Need for supplies and a mess kit. One diamond of supplies gives you 4 uses, and the mess kit is one diamond itself."
"Andras has the mess kit," says Rhianna. "He insisted on coming, he can do the cooking." She moves one of his undefined ◊ to a slot on the follower sheet, writing in "mess kit."
"Okay. I've got the supplies," says Caradoc. He erases an undefined ◊. He's about to mark one by "Supplies," but realizes that he's going to expend all 4 uses, so he doesn't bother. "Hey… it says here that a mess kit requires fire and water. Does that mean we need to provide firewood, too?"
"Not necessarily," says Vahid. "We established that merchants usually stock the waysides with wood and dried dung for fires. Sort of a leave-a-penny, take-a-penny thing. And the waysides all have wells." I agree… they've got fire and water covered.
"Hmm," says Rhianna. "Two days used up 4 supplies. We've got another eight days ahead of us… so that's 16 more uses of supplies. Or four more diamonds." She, Blodwen, Vahid, and Andras each convert one of their undefined ◊ into supplies.
"What sort of food are you carrying, mostly?" I ask.
"Well," says Rhianna, "It'd have to be something lightweight, enough to fill bellies, but only when cooked. Hmm. Looks like we're eating oatmeal, kids."
The "veto" clause in the move is there to maintain plausibility. It means that you can say "no" when a player decides they've been wearing a bunch of mummer's bells while they've been sneaking through a silent ruin. It also means you can reveal an unwelcome truth when appropriate, and
say things like "Wait, a clay pot? Didn't you tumble down a rocky slope earlier? I don't think anything fragile like that would have survived."