Ok, so what's the relationship of Adventuring Gear to... adventuring gear?
So far I've got: if they make a Move using some sort of "gear", they get +1 and lose a use of Adventuring Gear. If it happens, it happens. OK.
So what happens when you run out of uses? Do you no longer have "stuff"?
I imagine a Thief might burn through AG pretty quickly as he picks locks and such, unless he chooses to jimmy most doors with his dagger or something. I don't like the idea of picks being "disposable", but I can imagine AG acting as sort of a countdown until the pick wears out/gets dull/has an "accident".
And how do you handle things like a grappling hook, or rope? It seems ridiculous to say that the rope or grappling hook is ruined after each use, but then you run the risk of:
Adventuring Gear = 2
Grapple over a wall! (And pull the grapple up after you.)
Adventuring Gear = 1
Scan a dark room with a torch! (Which goes out afterward, sure.)
Adventuring Gear = 0
Another wall! (Now what?)
To anticipate answers:
Prescriptive/Proscriptive: If they pull up the rope, they get the Gear back. Done. Consolation: GM makes a move (time taken resource, rope looks frayed doom, etc.)
"When...gear comes to your aid...": The gear doesn't come to your aid in the first place. It just isn't helpful for some fictional reason. Grapple won't catch, torch flickers too much, whatever.
I may have answered my own question, but maybe not. Might help somebody else, I guess.
Thanks.