This topic is pretty timely, I'm looking at starting my first T2K campaign here myself and after play-testing the initial game out with a friend we were wrestling with this same question.
My thought is, if they go for the 5th ID scenario (the terrible events in Poland recently open up a plausible alternate timeline for events spinning out of control that allows the T2K scenarios to convert almost lock, stock and barrel, though this would pit Poland vs. Russia) then sure, give them the whole $35k worth of gear...they're still going to need a vehicle to carry it all. I suspect that they're going to be making hard decisions about what to keep and what to leave behind in relatively short order once that Humvee or Bradley breaks down or runs out of gas.
The alternative I'm going to offer is for them to build characters that more or less reflect 'themselves' in real life, and will take on a more survivialist tone as they attempt to escape Seattle as an Emergency Broadcast announces that nukes are on the way. They get 30 minutes or so to grab what they can and get outta dodge. Has anyone had any luck running this sort of scenario with the T2K rules? How did it work out for you? The 'sandbox' rules for foraging and encounters seem to lend itself well for this, though I need to get a lot more comfortable with the rules before starting.
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