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PostPosted: Tue Sep 22, 2015 10:26 pm 
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One of the things that always got me carried away and bogged down was equipment lists. There's actually two insanities in my mind.

1. Everything including the kitchen sink. Modern life presents so many gadgets, how do you pick a sane equipment list.

2. Technology extrapolation and real life technology eclipsing SF technology. Computers and telephones are the biggest thing here, but plenty of other areas trying to future proof your SFRPG technology is insanity.

3. Well, this really is just a combo of 1 and 2, but weapons proliferation is often front and center given the wargaming history of our hobby.

I'm curious how others have dealt with this.

I'm considering going with a retro-70s idea of SF, and for one thing, use the Classic Traveller technology as is (huge computers and all). With that, one would look at some popular extrapolations of technology from 1970s SF writing. That would combat the kitchen sink problem some due to the smaller number of gadgets people were accustomed to in the 70s, and would put the breaks on the technological extrapolation train.

Frank


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PostPosted: Wed Sep 23, 2015 1:36 pm 
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Even though I have a military background, most of my games have NOT concentrated on "gun bunnies", so we just tended to use generic weapons. There were several times when someone came to a game with a cool weapon they had read about and we either used an existing stat for an existing weapon or made up a new one, with appropriate DMs based on the research.

I have found that if you come up with a reasonable list and an idea of what a Credit is worth, then if someone comes with a new item that they want, everyone has a place to start with the 'negotiations' with the Player.

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PostPosted: Wed Sep 23, 2015 6:23 pm 
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Yea, having an idea of what a credit is worth would help in pricing something that seemed reasonable that just hadn't been though about. I do sometimes wonder though as new equipment is added whether players might have prioritized their purchases differently, but dunno, maybe that's actually realistic. I'm sure there are gadgets that have been out there in our real world for several years that if I knew about them 2 years ago, I would have purchased...

One of the things I wonder though is how to avoid winding up with something like this:

http://juliahwest.com/Traveller/Peter_V ... p_list.pdf

I've got some large equipment lists I've done up myself in the past. It's easy to get hooked into doing stuff like that.

So part of my angle is what do folks do to NOT wind up making up a kitchen sink equipment list, even over time.

And like I say, the other thing is how to future proof your list. I just pulled up my old list dated 1989. I anticipated some things wrto digital photography/video, but at TL 15 I have a 20mm disk storing 512mb of data (amazingly able to store 32 hours of holo-video...).

In a long running campaign, it's likely there will be tech innovations that are totally blown away by some real life invention...

Frank


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PostPosted: Thu Sep 24, 2015 6:07 am 
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I'm addressing this as well. I've converted the ship and equipment from Lost in Space into Classic Traveller for some upcoming convention games. The premise is that the PC's are the crew for the secret test flight of the Jupiter-1. Now I'm done to the bits and pieces for the cargo section (cold weather gear, rations and all the other et cetera). The ship itself translates as:

Using a 200 ton saucer shaped hull, the Jupiter Class Starship is designed for exploration and colonization duties. It has Jump Drive-B, Maneuver Drive-B and Power Plant-B, giving it performance of Jump-2 and 2-G acceleration. Fuel tankage of 60 tons supports the power plant and one Jump-2. On the flight deck is a computer model 2-bis. There are six staterooms and six low berths. No weapons or hardpoints are mounted. There is one ship’s vehicle: an ATV. Cargo capacity is 47 tons. The ship is streamlined.

With 47 tons leftover, I should be able to put together a pretty big list. I just don't want to bog the game down.


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PostPosted: Thu Sep 24, 2015 11:03 am 
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Location: Near Frankfurt, Germany
beowulf2044 wrote:
I'm addressing this as well. I've converted the ship and equipment from Lost in Space into Classic Traveller for some upcoming convention games. The premise is that the PC's are the crew for the secret test flight of the Jupiter-1. Now I'm done to the bits and pieces for the cargo section (cold weather gear, rations and all the other et cetera). The ship itself translates as:

Using a 200 ton saucer shaped hull, the Jupiter Class Starship is designed for exploration and colonization duties. It has Jump Drive-B, Maneuver Drive-B and Power Plant-B, giving it performance of Jump-2 and 2-G acceleration. Fuel tankage of 60 tons supports the power plant and one Jump-2. On the flight deck is a computer model 2-bis. There are six staterooms and six low berths. No weapons or hardpoints are mounted. There is one ship’s vehicle: an ATV. Cargo capacity is 47 tons. The ship is streamlined.

With 47 tons leftover, I should be able to put together a pretty big list. I just don't want to bog the game down.


Then don´t make a detailed list what´s in there. Just put a metric buttload of equipment crates in there that none of the characters bothered to check before departure - and that nobody bothered to upload a manifest for onto the ship´s computer.

Then, every time the players need a piece of equipment, they either find it, or don´t, or make a roll of some sort to find it - depending on how likely you think it is that somebody thought of adding it to the ship´s equipment stash before departure.

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PostPosted: Thu Sep 24, 2015 1:21 pm 
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beowulf2044 wrote:
Using a 200 ton saucer shaped hull, the Jupiter Class Starship is designed for exploration and colonization duties. It has Jump Drive-B, Maneuver Drive-B and Power Plant-B, giving it performance of Jump-2 and 2-G acceleration. Fuel tankage of 60 tons supports the power plant and one Jump-2. On the flight deck is a computer model 2-bis. There are six staterooms and six low berths. No weapons or hardpoints are mounted. There is one ship’s vehicle: an ATV. Cargo capacity is 47 tons. The ship is streamlined.

With 47 tons leftover, I should be able to put together a pretty big list. I just don't want to bog the game down.


The ship only needs a Model/2 computer or a Model/1 BIS. The BIS just gives you extra jump range, but no other benefits.

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PostPosted: Thu Sep 24, 2015 4:15 pm 
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Thank you, Chaos and Sir Cyborg. Good points.


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PostPosted: Thu Sep 24, 2015 6:39 pm 
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I've taken several approaches at different times and for different styles of games.

1. I'm really rather keen these days on the 'Preparedness' skill of Ashen Stars and Maschine Zeit. Players suddenly decide they need a sonic screwdriver, a tennis ball or a pair of flip flops? Then they roll Preparedness and if they succeed they've got the equipment. You're not allowed to claim you've been carrying a grand piano around with you for the last 2 days, but you can (if appropriate) say that FedEx has just delivered one.

2. When running a Traveller style 'space traders' campaign using GURPS, we used what we referred to as 'the GURPS Argos catalogue'. For non-Brits, Argos is this: http://www.argos.co.uk/static/Home.htm. Rule was, if it was in the Argos catalogue, just cross off the money and add it to your character sheet. This prevented lots of whining to the GM about equipment and long pointless conversations about what a far future tennis ball or pair of flip flops would cost. (Although the PCs spaceship did end up with rather more plastic lawn chairs and BBQ sets than might be expected in your average space traders game... :roll: )

3. For military games, they get a standard list of kit that they are issued - everything from weapons to how many days worth of rations and toilet paper they are given for a 'standard' mission-as-game-session. Then the specialists get their special stuff - medical gear for the medic, etc. They also get a sheet with all the standard weapon stats listed on it, so if they drop their SA80 and grab their mate's sniper rifle or an enemy's AK-47 there is no faffing about with rulebooks.


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PostPosted: Sun Sep 27, 2015 3:43 am 
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I try very hard to run RPG's that focus on the player characters, rather than their stuff. What I mean is, there are certain types of adventures/problems that encourage players to reach for more "stuff" to solve their problems. I tend to stay away from those.

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Welcome to the rest of the Galaxy; It's Dark Out There.


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PostPosted: Sun Sep 27, 2015 9:41 am 
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In a game like Traveller with its not-overly-granular 2D6 system, it's quite easy - if it doesn't do anything specific under the rules, you don't need it. That goes for differentiating minutely different items, too - if there is practically no difference between a 9mm pistol and a .38" pistol , just call them pistol.

Beyond that, the only factor is whether you or your players like long equipment lists and, if so, what kind of equipment.

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