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Old 05-15-2016, 12:13 PM   #1
Stormcrow
 
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Default Equipment lists

Let's say you're creating an ultra-tech setting that follows an unusual technology path. You'd like to use Ultra-Tech, but obviously not everything will be available.

Do you go through each and every item in Ultra-Tech and write up a customized list of exactly what's available, or do you just tell your players, "Use Ultra-Tech, but no more than TL whatever and nothing that uses X, Y, or Z"?
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Old 05-15-2016, 01:08 PM   #2
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Default Re: Equipment lists

I tend to tweak more than just general technology so I use a mixture.

Basically I write a common: "These types of technology are available"
But I also find normally myself also writing long lists of actual gear as they have changed..

As example: Star rangers technology
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Old 05-15-2016, 03:08 PM   #3
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Default Re: Equipment lists

I tend to say "uses base technologies X, Y, and Z; the following weapons, armor, medical, and security tech are in common use: [give list]; and the following technologies are stagnated at TL8-9, or just not available: [give list]."

This gives a list of stuff the players are commonly going to encounter, and what is not in use. Of course, I still occasionally get players who want "but you said Ultra-Tech at a given TL, why can't I have this item that's not on your list of common tech?" *hangs head and cries*
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Old 05-15-2016, 05:22 PM   #4
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Default Re: Equipment lists

Quote:
Originally Posted by Phantasm View Post
Of course, I still occasionally get players who want "but you said Ultra-Tech at a given TL, why can't I have this item that's not on your list of common tech?" *hangs head and cries*
Kind of like Britannica-6, which can have "TL9" mechanical legs and robot arms, but only has telegraph-quality radio communications.
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Old 05-16-2016, 10:53 AM   #5
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Default Re: Equipment lists

Thanks for the responses. Weby, that link was excellent. If that's yours, you put a lot of work into it!

So the sense I'm getting is that people tend to be somewhere in between the two extremes I mentioned. You don't list each and every item, but you do tend to list a lot of items rather than just blanket rules of what's available.
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Old 05-16-2016, 01:07 PM   #6
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Default Re: Equipment lists

Quote:
Originally Posted by Stormcrow View Post
Thanks for the responses. Weby, that link was excellent. If that's yours, you put a lot of work into it!
Thanks. Yes, it is part of my campaign preparation for my next campaign that will start in about 4 years after the currently running fantasy campaign story arc ends.
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Old 05-17-2016, 07:51 AM   #7
simply Nathan
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Default Re: Equipment lists

What I do is use an armor list based on GURPS Lite because I don't want to bother with hit locations (or if I do, not worry about different locations having different DR), a weapon list like this one, and allow all sorts of mundane non-combat equipment. DF's quality modifiers will usually mostly be on the table.
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Old 05-17-2016, 07:57 AM   #8
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Originally Posted by simply Nathan View Post
and allow all sorts of mundane non-combat equipment.
So you basically say, "Anything else that makes sense"?
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Old 05-17-2016, 08:00 AM   #9
simply Nathan
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Default Re: Equipment lists

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Originally Posted by Stormcrow View Post
So you basically say, "Anything else that makes sense"?
Yeah. So long as it fits the world's aesthetic, which the TL 0-5 stuff in Basic and extra additions from DF sources usually do.
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Old 05-17-2016, 11:43 AM   #10
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Default Re: Equipment lists

Ultra tech is where this shows up the most. I usually do a rundown on a few items. The things that get the most attention are AI, Cybernetics (including uploading tech), genetic engineering, nanotech, and superscience.

Usually players will then poke around for clarifications in the areas they are interested in.
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