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(TFT) Re: ... $ over comes EXP and Why buy ST?
At 09:56 PM 11/10/04 -0800, Rick Smith wrote:
I would be very interested in people's thoughts on:
How to make $ less powerful in tech campaigns.
One thing is to consider the real world. Few of the wealthy are adventurer
types, and few non-adventurers think like RPG players. A few might
(recently here in the Seattle area, a lawyer seems to have kitted himself
out to murder an opponent with a pistol, kevlar, disguise, and a dagger
(shades of Melee?)). However typically (or stereotypically) the rich hire a
bunch of guards, rather than munchkinning out with uber equipment, leaving
plenty of room for clever adventurer kooks to try to tip the scales with
clever tactics, equipment, skills, etc., and come up with things that could
fool typical organizations or rich people. In other words, players and the
GM need to roleplay conventional non-gamer approaches to security and tactics.
The most effective equipment and solutions can often be more a matter of
who you and what you know, and how you use what you have, rather than how
much cash you have.
Another thing to remember is that civilized high-tech types may be less
likely to fight to the death than hobgoblins and the like. Once someone has
the "drop" on someone else, it's "freeze! hands up!", more often than
immediate execution. That turns the arena to wits, ruses, escape
techniques, and possibly a hand-to-hand combat. Modern action heroes (with
a few comical exceptions) don't often win by just having the best gear, and
they often get captured several times before finally prevailing.
Also, when weapons are one-shot-per-kill, having the best gear frequently
isn't nearly as important as alertness, stealth, wits, tactics, shooting
skill, draw time, etc.
Modern situations are full of non-combat situations which can challenge
players in ways which don't involve equipment quality. EXP should mainly
equal smarts, and smarts beat $, or at least operates in a different domain.
And why would people buy ST in tech campaigns.
I have seen modern-tech players buy ST to be able to swing around fun big
guns. You can devalue it in a high-tech game, too. In StarLeader: Assault,
IIRC, your ST equivalent attribute had a meaningful contribution to your
ability to move quickly (as HT does in GURPS).
Also, many high-tech societies are full of areas and situations where
high-tech weapons are highly controlled, so low-tech fighting abilities can
be very useful. Also see escape attempts and the ability to fight in those
situations where the bad guys took your gun.
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