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Personal Effects
One of the things that always bugged me is that the original idea of TMP required that members leave their entire life behind - not just all the people (which is largely unavoidable) but also their possessions. That seemed to be a correctable problem, and since my characters were always legally dead, I told one group of players that Morrow arranged for a long-term cemetery plot in a location of their choosing, and that when they were declared dead a coffin would be filled with whatever they chose, charged with nitrogen, sealed, and buried. This gave them a roughly 2'x3'x6' box that they could put anything into, and that they could plan to recover once the more dangerous phases of the Project were completed.
This was not an ideal solution, however. Many players wanted to put not just personal effects, but also practical items in there as well - a favorite gun or clothes or trade items or whatever - and in many cases the chosen burial plot was thousands of miles from their bolthole. So the next group I gave an extra cache, specially designated, that held 2'x3'x6' boxes for each of them. That way, it was near to them and easily obtainable whenever they as a team thought it worthwhile. Of course, the cache doesn't re-hide itself, so once opened it is a good idea to get everything out to a secure location. Anyway, how reasonable does that sound to everyone? Does anyone have a better idea? I just don't like the idea that these guys have to live out of their rucks for the rest of their lives... |
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#3
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I am not nearly so arrogant to think that I was the only one who saw this issue. I am just curious how people are addressing it.
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#4
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I'm sorry cosmicfish for a poorly worded reply, no arrogance assumed! Usually a box "X" size and/ or a footlocker stashed in a depot. The coffin one would be interesting if a community plowed the graveyard up for farming like in the 3rd ed Chicago module.
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#5
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In my games, the players get a carry-all bag that can roughly hold about 5pounds of gear, any books that they want to bring gets downloaded to cd-rom, ditto with music and photos. I've had to be tough with the players on what the bring, no bars of gold, uncut gemstones, weapons and ammunition, you get the idea. In addition, the players get to choose a small footlocker of personnel gear that goes into the cache, and I add goodies like a couple of cases of beer/soda, candy, coffee/tea that goes into each cache, along with "good luck" note from the update team.
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The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
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In most of my games, the players had a shoebox. You would be surprised as to what some folks put into the shoe box.
I had one character that had the following. 2 well used personal pipes 2 boxes of light anywhere matches 1 pound of Dunhill 221b Baker Street Tobacco 1 pipe cleaner tool 1 pack pipe cleaners 1 pint Glenmorangie Scotch (Medicinal use ONLY) my $0.02 Mike Last edited by mikeo80; 09-14-2015 at 07:36 PM. |
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#8
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One of the reasons a facility job is good, lots of stowage.
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#9
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One other thing to think about when plotting "extras" for your team members. Everything your character brings with him/her has to be carried somehow! There is only SO much room on your V-150. The bolt hole is designed to be abandoned. (Do NOT get me started on that subject. I will RANT for a long time.)
My $0.02 Mike |
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Essentially my group went with, 'if it fits into your pack with the rest of your gear you can bring it' solution. The teams then got rid of there smaller packs and went looking for larger ones with more storage room or even added buttpacks strapped on for even more gear. Pain in the neck if they have to hump that gear across bad terrain but it allows a team to bring a small number of personnel possessions.
Surprisingly enough the last team I was with, books took up the excess space mostly with the occasional family pistol or such. |
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I give everyone a 25 kilogram limit of stuff. This is in the bolt hole with them
I also add candy and other such things in caches. I always wondered if any of the characters would catch the different colors of M & Ms available at different times! |
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I'm a ham radio operator so most of my effects would be skewed to that so most likely I'd bring along things like a shortwave radio and handheld police scanner, perhaps a small laptop and a BeoFeng VHF/UHF HT. I have a Grundig G6 shortwave radio that goes from longwave to 30 Mc and can tune in SSB and that is the size of cigarettes. Who knows but I guess I'd be speding my spare and rec time tuning is AM stations from the KFS and so forth.
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Slave to 1 cat. |
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Usually PC want some weapon they think is cool or some survival equipment they think will give them an edge. Sometime they want books or CD ROMs of books that they think will help them rebuild.
I let them. These little choices are the spice that makes a PC different and relatable. Like the cowboy hat or the 72oz megagulp thermal mug, the .45LC Colt Peacemaker, or SOG tomahawk... It is their affectations and as a PD not insurmountable obstacles. I don't allow gold, silver, gems....... above $100.... They are legally dead and their estate went to their heirs. Now I did allow some PCs their own personal stash....... They pooled their money and resources.... Pre-War and built a bolthole of their own... Cars, furnishings, tractors, etc..... Cached in the desert outside Pahrump, NV...... The team awakened outside Riverton......... |
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The only limitations I've put on what they could keep were those of accessibility (i.e., could an average team member get this?) and safety (i.e., would the Project allow it!). These people knew that they were being buried and would likely lose everything and everyone, it is not unreasonable that they would put some thought into what they got to keep. The fact that they became legally dead doesn't mean that they couldn't have done some "irresponsible spending" in their final years! Maybe they invested in gold coins that they buried in their back yards. Maybe they got a little paranoid and bought a bunch of guns that they hid from the government... and everyone else! Heck, as far as anyone knows they blew all their (solidly middle class) money at strip clubs!
But when I talk to players about this, I point out to them that most practical items would already by provided and supported by the Project, so these caches should really be about personal effects and things they might want whenever (and IF ever) they retire from the Project. If they play that well, I am a little more lenient about letting them "discover" useful things that they had packed and forgotten about... |
#15
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It is one less thing to hide for the location and adds little expense to the Bolthole build. |
#16
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Boltholes are uninhabitable, but can be excellent storage. The vehicle bay might be the only place to do heavy maintenance on the MPV's. an I beam and put a hoist in the closest cache. A closet sized area for personal effects dry boxes isn't out of the question, but Lonestar would make it annoying if they dally too long.....
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Boltholes are habitable. A bolthole may be considered a big underground concrete tent for two to four weeks of camping with the team sleeping in the bags on the pads.
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Last edited by RandyT0001; 10-12-2015 at 08:14 AM. |
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#19
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I am also in the "abandon the bolt hole" camp - simply put, I just don't see any real advantage to staying there. What does it really offer that the team doesn't already have... a table? It is hard to defend, and the typical team lacks the manpower to defend it or even use it in any real manner while executing their travel-heavy mission. Three guys manning the radio in a bunker would be more useful backing up their buddies 30 miles away in an under-manned MPV.
After some pre-emergence planning and preparation, I would expect SOP to call for the team to emerge, re-bury the entrance, and move on. You can hope that no one notices the scar on the landscape so that you can recover anything left there, but realistically the site is likely to be looted and/or become an ambush site. |
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