07-16-2016, 08:54 PM | #1 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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[After The End] More Equipment Quality Modifiers
As I outfit party members and NPCs alike for the After The End campaign I have in the works, it occurs to me that there are more potential modifiers for flaky equipment than the book listed.
Last edited by Celti; 07-16-2016 at 09:01 PM. |
07-16-2016, 09:27 PM | #2 |
Join Date: Sep 2007
Location: Phoenix, AZ, USA
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Re: [After The End] More Equipment Quality Modifiers
Those look good. I've got one of my own to add:
Last edited by Flameblade; 07-16-2016 at 09:33 PM. |
07-20-2016, 01:14 PM | #3 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: [After The End] More Equipment Quality Modifiers
A particular idea I've used successfully, in the past, is to give particularly large bits of equipment (especially vehicles) their own particular quirks.
For instance, in a GURPS Harn campaign I ran, for years, the PC's nifty new ship had a problem on the shakedown cruise, and highest spar broke on the aft mast and took down the upper sail. So, the PCs got a new one, and carried on. At some point, later, the ship got into a storm and suffered some minor damage, so I ruled that the spar in the same location broke, again. The party got a little annoyed, but replaced it, again. The third time that particular spar broke on their very expensive ship, they got really frustrated, so they docked and had a new spar created that was reinforced with iron bands. After that, their ship was instantly recognizable to anybody who saw it, because it was the ship with the iron spar. I did that, in part, because I'd read a suggestion to give the vehicles owned by PCs their own particular quirks, as it made their ships or cars or spacecraft distinctive. That, in turn, made it easier for them to become emotionally invested, because it meant the PC's vehicles were unlike any other. It really worked out well, because the group was quite proud of their ship, after that. :)
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