12-17-2012, 09:27 AM | #1 |
Join Date: Aug 2004
Location: Ft Collins, CO
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Gear Packages
Having been in several hi- and ultra-tech games, where I, as well as some of the other players, seemed to spend HUGE amounts of time pawing through the various books shopping, it occurred to me that in some ways all the focus on the gear was detracting from the game experience. What to do, what to do?
So, here's an idea I came up with. Never playtested, could be heresy. Gear Packages Divide "gear" into broad categories (Engineer gear, Spy gear, Medical, Survival, Computer, etc.) Provide monetary costs to buy levels of activation for said gear package. (6-, 9-, 12-, or 15-) Example: Engineer Gear: The stuff you need to fix things, or even construct new things. Full-fledged Repair Shop: 15-, $40,000 Repair Closet: 12-, $20,000 Fully-stocked repair cart: 9-, $8,000 Tool Box: 6-, $2,000 So when you make your character, you buy with starting wealth the gear package you want.
Random additional thought: different levels could provide -1 (for 6-) to +1 or +2 (for 15-) to appropriate skills if the activation roll is made. Thoughts? arnej |
12-17-2012, 12:31 PM | #2 |
Join Date: Sep 2007
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Re: Gear Packages
There's a GURPS Loadout series that's intended to have pre-defined kits of kit to avoid having to put it all together yourself. It only has a couple of booklets as far as I know, so it might not actually be a lot of help.
Some people will enjoy detailing their stuff. I'm a little uncomfortable with the notion that success in the mission comes down to a random roll as to whether or not you had the right item. Secret Agent Ham goes on a mission to plant a bug in enemy HQ, and then when he gets there he randomly discovers that he didn't bring it? So he just goes home, and tries again (randomly) some other day? You'd want to make these rolls during planning steps to avoid this fate . "You've got a couple of bugs lying around, but you really want the PL-36 for this job. Go buy one." But that might wind up with people scouring the books for the perfect item for the job again. Then there are the games where resource management is important. Special forces behind enemy lines, Robison Crusoe, wilderness travellers, generally need to know exactly what resources they have and husband them carefully, as that's a large part of the point of those scenarios. If you just randomly run out of ammo, there's no way to really plan (without carrying a detailed inventory along with the package, which defeats the purpose). For scenarios where those parts will be reasonably available, and the failed roll is just a small detour or event rather than a showstopper, it might work. So I guess it depends on the game and the situation as to whether the gear is just there as background color, or is a more important element. Reminds me of the "personal basics" from early editions of GURPS, defined something like "things no adventure in their right mind would leave home without", and meant to cover firestarting, towels, what have you, without having to list every roll of duct tape and Ziploc bag in the party. |
12-17-2012, 01:00 PM | #3 | ||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Gear Packages
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I'll note that the other thing missing from the OP is weight for a set of gear, which I shall start calling Gear!. A tool box will be easier to lug around than a cart, which is easier to tote than a closet, and so on. One's Gear! can be modified not only for standard quality modifiers (again, p. B345), but possibly also for compactness, so some sort of multitool set would provide the same benefit as an unmodified tool kit, but cost twice as much and weigh half. Or something. There are, which is why one wouldn't use such a system for such a game. Being able to buy a pile of Gear! rather than individual items strikes me as an interesting direction for games where the players don't want to have to deal with resource management.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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