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Players and Equipment
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. |
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