Quote:
Originally Posted by StainlessSteelCynic
Something else I remember, from many, many years ago...
Jim Lawrie ran a T2k game titled Schlachtbrücke (literally, Slaugher Bridge). There was still enough NATO command & infrastructure left that supplies could be irregularly sent to forward units but these supplies were typically sourced locally. If I remember his campaign right, the war had stagnated into fixed lines more akin to WW1 than to the situation in the BYB.
So our characters, along with all the other troops were actually able to get fresh cooked food from base but... most of the time, the main meal was cabbage soup.
Jim made sure to mention that most people were fed up with cabbage soup and a lot of people suffered from flatulence because of the soup. But there simply wasn't enough of any other food source.
So to put that into context of the QoL question, the situation Jim created meant that the troops were not going hungry but their food was the same thing day after day after day... After eating almost nothing but cabbage soup for months, just about any other fresh food was desirable and ration packs would be highly prized above their normal value.
The impact on morale if the unit had been able to get even just potatoes, carrots and some meat would have been enormously positive.
So in terms of the game, if the Referee creates that sort of background, it emphasises the QoL issue without being overbearing about it and it also makes any of those things that improve the QoL, something to be treasured.
From there, you have a range of options for making any item that improves the PCs quality of life, the object of an adventure (or at least, a side quest).
It makes trading a whole lot more personal when you have to make the hard decision between trading for more ammo or new clothes (or anything else the PCs have been living without and has been making their lives less enjoyable).
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Even that sort of the same food after a while can affect QoL, so that the idea of getting fresh meat becomes something important. That is an interesting idea to use for a GM and maybe make an admin session or even a low action session more interesting.
Quote:
Originally Posted by Tegyrius
I have a few low-probability QOL-type encounters in my expanded generator. Went looking for an example and RNG served up this one:
[snipped the image]
Personally, I'm suspicious of any priest traveling with a minigun...
And then sometimes my smugglers break the fourth wall:
[snipped the image]
- C.
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Well sometimes you need a minigun to help make the points of being a pious and penitent to the masses is important.
That is pretty interesting encounter generator you have there. If it can some up with some interesting or expanded ideas on what
Like I said, just something for GMs to consider as even side adventures or motivations for their players into the next game session. QoL things are important to a person. Think about the classic
Maslow's Needs
From the time of the 1st adventure which is Escape from Kasliz to where ever the players end up, they are only just hovering around the bottom two portions. That are what is considered our basic needs to be motivated in life. So even being able to tease the players with the higher levels of belonging and building of esteem can do interesting things.
Also, as I started this; sometimes its the simple things that can turn folks around. From a hot meal, to getting a chance to shave with a haircut, sleeping in a comfortable warm bed, or even getting fresh clean clothes. All of that could help build the morale or motivations of the players. Or
even risk them as SSC laid out up thread, with the idea that to break up the slave labor and the Big Bad can risk your hot meals, hot shower, and warm bed.