Quote:
Originally Posted by Mahatatain
I'm in the process of setting up a new T2k campaign and I wanted to check if other people had encountered two problems concerning equipment that I've encountered with games I've either run or played in.
Firstly I've found that player characters start with too much equipment, particularly ammo, and that the campaign has to play for a considerable time to get to a point where they start to think about conserving ammo.
Secondly I've found that some players become obsessed with retaining/recovering armoured vehicles and that they are prepared to take excessive risks to recover them.
My questions are therefore:
1. When setting up a campaign do you allow the full $ allocation of starting equipment to each player or do you restrict it in some way? For example only allowing half the $ value?
2. Do you limit player's access to certain items of equipment during character creation? For example limited quantities of ammo, access to certain items of electronic equipment or what heavy weapons can be taken?
3. Do you prevent players starting with APCs or other armoured vehicles so that it is more meaningful when they do manage to recover them in game? (though this may exacerbate the obsession with recovering vehicles that some players have).
I welcome any suggestions.
Thanks,
Mahatatain.
|
I agree that players start with way too much money - we had players struggling to spend their cash. We found that it took away from the survival feeling so we actually agreed to restart the campaign with less equipment.
We did 2 things.
1. rework how much stuff players can start with according to some house rules (equipment dice are used instead - from tw2k13 - and money is 1/10th the core game):
http://sites.google.com/site/leonpoi...edirects=0&d=1
2. not give players full fuel - (ethanol). I don't normally give them full ammo, especially large calibre (which I normally give them none - but they can buy it themselves) - these changes are also included in the document in the link above
We now come to the problem of characters hoarding dozens of ak74s from fallen enemies to barter with. Weight stops a lot of that. I also have barter value attached to Availability (the core rules actually already has this so does several modules).