GypsyComet said:
There is also "useful but not boggling... you think". For instance the portable fire starter (cigarette lighter) that has no visible openings, never needs fuel, and will light (if they ever actually try) things that it shouldn't be able to (due to temperature, not innate non-flammability), yet is cool to the touch and won't burn the user even if he passes his hand through the "flame". Is it a pyrokinesis focus, or does it just have really good safety mechanisms? Is that really a flame?
That's decent, I'll admit, but it's the sort of thing that, as a player, I'd just as soon hock to a research institute for a big bundle of money in the hopes I'll be able to spend 0.00005% of what I got on the open market buying a new one in a years' time.
It's also not the sort of thing to cause... Complications. Nations aren't going to go to war over something that might, at best, repopularize camping as a recreational sport and make the lives of soldiers in the field a little bit easier.
They might get into a minor bidding war, but I doubt it. That's the kind of artifact that goes smooth.
zanwot said:
ShadowDragon8685 said:
Who says NPCs roll on the same charts? Or if they do, who says they aren't the ones who wind up with the shard of ancient pottery?
They're PCs. Even in a game like Traveller, they should be special;
I'm of the school that Traveller PCs are just ordinary guys who get into extra ordinary trouble, but I must agree there, this is of an unual special table, not the standard end of term benefit.
I am not of that school. There is nothing 'ordinary' about private individuals who can fly through the stars having adventures with pirates and aliens and artifacts. They may not be extraordinarily
tough, but they are not ordinary, the things that happen to them should not be ordinary, and the gear that falls into their laps - and the consequent complications of their lives - should not be ordinary.
Or would you say a 10th-level Fighter is 'ordinary'? By the standards of 10th-level Player Characters, he may be, and given the self-adjusting nature of the things he'll see, he may not be very special, but that can be cured pretty easily by having a lot of death and devestation happen to a town he passes through, and having him go find the source which turns out to be a kobold nest he's easily capable of soloing.
So really the GM could fit anything, depending on his need of a plot device TM, or if he wants it mysterious and seemingly pointless, or overpowerfull and super trouble creating. The only thing is if it is is overpowerfull, it requires some efforts to keep play balanced (as in sending 5 megacorporations after the players), at least in my view.
GMs who are worried about 'balance' are, in my opinion, GMs who are more suited to the task of administering World of Warcraft than being behind the Game Master's Screen. Tabletop Player Characters do not need to be balanced, save against each other. It is, after all, relatively easy to start out slow and work your way up until you're reaching a level where the players are having just enough challenge to make it not-smooth (but be careful not to risk actually killing them, barring their own stupidity or extreme random number hatred.) Just make sure that they're all having fun, and not just the guy who's flying around in powered carbonan nanotubule armor and carrying a PGMP.
(As an aside, it just hit me that MongTrav is exactly the system I'd use if I wanted to model Schlock Mercenary as an RPG... Maybe I need to email HoTay.)
lurker said:
GM: Reaches across table and grabs the players character sheets. "Roll new characters. They will be crew on a ship that happens across the Pandora drifting."
Now see, that is exactly how I would
not do it. If my ref did that to me, I'd smack him with the core rulebook.
True, but isn't it nearly worth it just to watch the players freak out as they veeeeery cautiously explore the initital ship, and freak out at the smallest details? :twisted:
No, no it's not. I, for one, would be very,
very pissed off, and without the assurance of "you'll get your character back in the end," I'd simply leave.
I put a lot of time, and emotion, into my characters. I would not have fun if they were simply axed like that. Especially because of some lummox with a prybar!
whtknght said:
zanwot said:
ShadowDragon8685 said:
They're PCs. Even in a game like Traveller, they should be special;
I'm of the school that Traveller PCs are just ordinary guys who get into extra ordinary trouble...
Zanwot, your right. This is what makes traveller so great. No superheros. Just ordinary people exploring the universe. Player characters are not special.
Again, see above. There is nothing 'ordinary' about people exploring the universe. Ordinary people do not explore the universe, ordinary people get a 9-5 in a cubicle, clock out at 8 PM thanks to Mandatory Unpaid Overtime, and slink into their local to drown their frustration and impotence in cheap alcohol before crawling to bed in order to crawl back and do it again.
Traveller PCs are on the edge of society. I'm playing a Noble, currently, who got more or less addicted to Anagathics at the age of 18, had her world fall apart when she was 50 thanks to a coup attempt that tried to snatch her up in an effort to overthrow her world which she snitched on (to the legislature,) and vamoosed into the Navy in order to escape from the assassinations which already claimed her uncle and possibly her mother, and is now a 70-year-old Commander, who has just been handpicked to be the XO of her star-empire's newest and largest carrier.
Granted, that's a bit of an extreme case (the dice <3'd me, <3'd me long time,) but the point stands. Trav characters are not ordinary Joes. They are
extraordinary Joes, and they deserve to be the center of their game as such - by default, since it's kind of about them. The game doesn't exist if they don't.