We are talking about game mechanics where Navy must be throwing away and buying new air rafts and ships boats whenever they break down instead of trying to repair them because over 1/3 of even the one term enlisted can muster out with one.
I can go on and on and on, but the general idea is that I while I really disagree with the real life Navy comparisons as they are far from the experiences I had and can relate to, there is no need to. The rules are not some simulation of real life where you play the average Joe doing average things. There are often reasons behind the mechanics to make the game more fun or simpler to run for the GM.
cavebear said:
they have some basic equipment that they would or should have picked up over the years on top of what they can buy out of their mustering out benefits. What say you?
Just some possibilities
1) I think if one created some per term system it should replace the muster out benefit, not be in addition to it.
2) I guess one could creating some form of realistic pay for every rank of every career but then what's next? How much is spent on things like rent, utilities, taxes, food. How much is spent on things that get replaced fairly often like a new computer every term, new cloths, a new vehicle. How much does one person spend on entertainment and such vs put away as savings. This degree of spending and saving simulation gets real cumbersome real fast. The muster cash role sums up quickly how much money one has
3) Limiting what the characters have at the beginning of a game. One could debate why the game designers did this but there is no doubt, to me, that there are several possibilities.
a) The main one, which the game publisher has mentioned and I'll put in my own words, is that major purchases are something fun and useful to role play as fitting to the adventure, campaign, and setting concepts of the GM.
b) If you give more money than the initial 2000 to spend for simulating the average Joes "items accumulated over ones life", how many people will be spending that money on souvenirs and furniture and such vs adventuring gear?
c) While not all games are based on trade, the rules are based on the general scenario of the characters somehow having a ship and needing to buy cargo. Limiting initial spending until one knows how much they have to spare makes some sense.
d) I see the 2000Cr spent as something the characters do before the GM starts the game and the remainder is available for the characters to properly prepare once the GM has set things in motion. If one allows player characters to spend all that money on start up adventuring gear before the game starts they may be
i) broke and ill prepared for the GMs adventure
ii) too well equipped for what the GM had in mind
iii) How often has the scenario been "you wake up in a strange place with none of your possessions"? How pissed will you be about losing all your stuff and what a waste of time acquiring it.
I think a 1000Cr per term rule for the companion is simple and doesn't cause any issues.