Gear, Ships, and the Economy... Advice wanted

By ianinak, in Game Masters

I am currently running my fourth and fifth campaigns and I know how I have done things in the past but I am always looking to improve my game (pun intended). I would love to hear your thoughts on the following and how YOU do things. Do you use RAW and like them, or do house rules or skip things entirely? Have your opinions changed over time?

  1. Encumbrance- Boring skippable bookkeeping or important for balance? Do you make your characters use belt pouches/backpacks/other things to carry stuff over encumbrance threshold? I generally have skipped it unless the characters go nuts and become a walking arsenal or swiss-army knife. Now I'm considering giving them 5+ 2x Brawn rating.
  2. Rarity and checks to find items- Do you make them roll for easy/average things? I've read some posts here where players enjoyed shopping and maybe not finding what they wanted but in my past games players who spent time researching what they want were super frustrated at not finding a rarity 5-6 item.
  3. Automatic Rarity increases- We play Edge of the Empire and Age of Rebellion mostly in the Outer Rim worlds. Does that mean that EVERYTHING is more rare at a baseline or is that punishing? My players don't usually have difficulty finding things they want unless they are super rare, and I rarely (if I even remember) increase rarity. Perhaps I am playing the game too much like a Core Worlds game (or Nar Shadda) where anything is available and not like an Outer Worlds game.
  4. Losing/Damaging player equipment- How often does equipment get lost or damaged? Is that fun to repair/replace or punishing? I haven't ever really damaged or caused a piece of gear, especially primary weapons/gear, to become lost.
  5. Ships are expensive- How much do you have a player's ship drain their resources, especially if it gets damaged? I don't usually deal with it unless it is seriously messed up in a space battle. Often when that happens I have them land someplace and do a job for someone who will fix their ship, taking at least a few days on planet.
  6. Ships have beds- Do your players ever stay in hotels or local lodging? My players always sleep on the ship because why wouldn't they?
  7. Cash-strapped economy - Are your players barely making ends meet and always looking for a way to earn money or do they live comfortably? My players are not cash-strapped and usually have at least a few thousand credits each saved up if not more.
  8. Beyond Basic equipment - Do your players use stuff in the splat/expansion books or just basic gear? I have all the books and none of my players have any. I'm fine with them using almost anything official but nobody ever looks for stuff. This usually results in me having them find "cool" items in an adventure. There is so much awesome stuff but they don't know what they don't know about.
  9. Obligation - Awesome narrative tool for player buy-in to their universe or over-complicated mechanical fluff? In my first campaigns I used it, but it never worked that well and players were confused by it. Also our sessions take a while and progress is slow (depending on the group) so they might take 4-5 sessions to complete one small mission/story arc. It seemed weird to roll obligation each session when they really only moved from one building to the next in the same day between play sessions. I currently skip it entirely but worry I might be doing them (and the system) a disservice.
  10. Stimpacks and Emergency Repair Kits - Who needs a doctor/medic when anyone can just pop a healing potion? Does this drag fights out or does it make it more fun? My players usually have between 2-5 stimpacks/Repair Kits on each of them at all times. I currently use them RAW but they seem pretty strong. Why don't all enemies in the game also have them under basic essential equipment if they are so strong?
1 minute ago, ianinak said:
  1. Encumbrance- Boring skippable bookkeeping or important for balance? Do you make your characters use belt pouches/backpacks/other things to carry stuff over encumbrance threshold? I generally have skipped it unless the characters go nuts and become a walking arsenal or swiss-army knife. Now I'm considering giving them 5+ 2x Brawn rating.

Earlier on, I hated it and preferred to go with the rule of "what you can reasonably carry." Since then, I have warmed to it and use RAW (with occasional exceptions, typically for shipboard storage). I would say it's important for balance and suspension of disbelief.

3 minutes ago, ianinak said:
  1. Rarity and checks to find items- Do you make them roll for easy/average things? I've read some posts here where players enjoyed shopping and maybe not finding what they wanted but in my past games players who spent time researching what they want were super frustrated at not finding a rarity 5-6 item.

Rarity 5-6 should be fairly hard to find, and failrue should not be unexpected. There's a site that generates shops for you, it might be useful. As GM, I will sometimes waive the check, declaring that the item is available, but I generally stick with the RAW. I do not have them roll for Simple difficulty, because there is no way you aren't able to find a flashlight. Sometimes dice just conspire against you in the most mean manner manageable.

7 minutes ago, ianinak said:
  1. Automatic Rarity increases- We play Edge of the Empire and Age of Rebellion mostly in the Outer Rim worlds. Does that mean that EVERYTHING is more rare at a baseline or is that punishing? My players don't usually have difficulty finding things they want unless they are super rare, and I rarely (if I even remember) increase rarity. Perhaps I am playing the game too much like a Core Worlds game (or Nar Shadda) where anything is available and not like an Outer Worlds game.

I mostly ignore the regional modifiers and just apply them as I feel necessary.

8 minutes ago, ianinak said:
  1. Losing/Damaging player equipment- How often does equipment get lost or damaged? Is that fun to repair/replace or punishing? I haven't ever really damaged or caused a piece of gear, especially primary weapons/gear, to become lost.

I haven't yet (or if I have I don't remember), but it is certainly an option and is part of the game (and I will probably use it at some point). If you go out of your way to destroy PC's stuff, they'll get irritated, but it is a tool in your toolbox that should not be discarded or ignored.

13 minutes ago, ianinak said:
  1. Ships are expensive- How much do you have a player's ship drain their resources, especially if it gets damaged? I don't usually deal with it unless it is seriously messed up in a space battle. Often when that happens I have them land someplace and do a job for someone who will fix their ship, taking at least a few days on planet.

Oh yeah. I place a big emphasis on this. It depends on the sort of game you're running, but I use the Operational Costs houserules with some tweaks.

16 minutes ago, ianinak said:
  1. Ships have beds- Do your players ever stay in hotels or local lodging? My players always sleep on the ship because why wouldn't they?

Nope, not unless there is some particular reason for it.

17 minutes ago, ianinak said:
  1. Cash-strapped economy - Are your players barely making ends meet and always looking for a way to earn money or do they live comfortably? My players are not cash-strapped and usually have at least a few thousand credits each saved up if not more.

One campaign, YES. VERY MUCH SO. The other, NO, VERY MUCH NO. Kinda flying between extremes. :D

18 minutes ago, ianinak said:
  1. Beyond Basic equipment - Do your players use stuff in the splat/expansion books or just basic gear? I have all the books and none of my players have any. I'm fine with them using almost anything official but nobody ever looks for stuff. This usually results in me having them find "cool" items in an adventure. There is so much awesome stuff but they don't know what they don't know about.

Definitely. That stuff is the best stuff, and usually the most thematic. Far more interesting than a bog-standard blaster pistol.

19 minutes ago, ianinak said:
  1. Obligation - Awesome narrative tool for player buy-in to their universe or over-complicated mechanical fluff? In my first campaigns I used it, but it never worked that well and players were confused by it. Also our sessions take a while and progress is slow (depending on the group) so they might take 4-5 sessions to complete one small mission/story arc. It seemed weird to roll obligation each session when they really only moved from one building to the next in the same day between play sessions. I currently skip it entirely but worry I might be doing them (and the system) a disservice.

Obligation is fantastic. Encourage your players in its use and lean on it heavily. I'll put an example of Obligation and payout at the bottom in spoiler text, as it's spoilers for an ongoing campaign (Kandosii Beroya'se, so players, stay away). Do not just use the surface level fluff, have the player really think it through and wrap it into the backstory and motivations. For the Obligation check, I would suggest coming up with certain triggers for what happens when Obligation is rolled that you can swap in and out easily to fit the mission, with an alternate for when doubles are rolled. For different Obligations it would work differently, but a good pattern is this: Phase 1: no action item, just worrying. Phase 2: 2 part, each an action item, escalation. Phase 3: Big deal, definitely an action item, possibly resolution of Obligation.
Obligation also gives a good hook for the GM in adventure planning.

If you go really slowly, it may not be worth including the Obligation check and you might be better off just hooking it in when you can.

25 minutes ago, ianinak said:
  1. Stimpacks and Emergency Repair Kits - Who needs a doctor/medic when anyone can just pop a healing potion? Does this drag fights out or does it make it more fun? My players usually have between 2-5 stimpacks/Repair Kits on each of them at all times. I currently use them RAW but they seem pretty strong. Why don't all enemies in the game also have them under basic essential equipment if they are so strong?

It takes a Maneuver to prepare the item, then a Maneuver to inject it (at least that's how I rule it, and it works pretty well). It doesn't heal crits, and it allows more fun in my opinion as a botched roll won't condemn a player to a session of unconsciousness.

Obligation example:

Reminder, players stay away! Spoilers! (especially you Ruus)

Obligation: Clan: Strong ties with family and clan, will answer the call when needed.

Phase I: The Separatists take Phindar, threatening Haven’s supply lines and positioning them to attack the world if they have a mind to. Missions: None

Phase II: Supply lines are cut off and the Separatists are demanding they allow a presence on the world. They are able to support themselves, but they can’t sell produce or import needed supplies (doubles, can’t get supplies for a sickness sweeping the planet). Missions: Kill the smuggler baron who took their money and didn’t deliver. Escort Liberator to Haven with the needed supplies. +5 Obligation for each ignored, +10 if doubles were rolled. (2 stage)

Phase III: A Separatist raid kills many Mandalorians and captures the Marev clan chieftain, using him as leverage (doubles: Cade’s father dies). Missions: Rescue the chieftain. +10 Obligation if ignored, +15 if doubles were rolled. (A small team of Mandalorian warriors shows up on a Meteor-class Q-Carrier to enlist the party’s help, possibly communicating through comms [once off-world] to set up a meeting)

Per your request, entirely my opinions:

1. Interesting rules but my group has had no need of them. This comment and the one below it are the best hot takes. I'd just go with a Halo CE-style commonsense approach.

2 & 3. Again, interesting rules and some more gear-conscious groups can get mileage out of them. I'd only complicate a common item by markup due to low supply, and would rather make an interesting encounter or quest out of rarity than a "no."

4. Most players hate this, I've found. It has uses for extraordinary circumstances or sacrifices, though. Don't totally avoid it.

5. We use a set starmap and one player loves logistics, so fuel cells work well, typically draining a few hundred credits a session. I created a logarithmic equation for repair, so minor scrapes are painless but heavy damage carries a price. Upgrades cost a lot more than RAW, but I allow the group to save up.

6. For me, one of those shower thoughts that never seems relevant in game.

7. They were in debt when we started 4 years ago, and had to count pennies for big purchases. Now, they've got a nest egg, but big upgrades can take chunks out -- as well as the cost of doing business in the underworld (infochants, entry fees, special equipment, tributes, etc.).

8. Interesting! Same with my group. They love Star Wars to the point where they don't care about gear unless it's narratively interesting or powerful in a way that's not entirely meta. Early on I introduced a lot of "treasure tells a story" items. Right now they're more immersed in plot, and hooks lately have been emerging very organically, so I haven't as much lately. But can always introduce more.

9. Tried to make it work. Didn't use it. Don't really care for it. Actions have consequences, and timing matters...I'm never for want of subplots or obstacles. I think most GMs would get more mileage out of an accessible treatise on underworld codes and relationships, criminal life and frontier realities.

10. Another table-specific situation. My group loves to think and fast-talk their way out of fights. Also, I've cumulatively houseruled to a point where stimpacks aren't necessary; as a result, Medicine can be used only once a session per target. But again -- that's our focus. Being wounded or laid up is ultimately a narrative driver for us.

This is great feedback. Thanks especially for the links to the websites. I'm totally geeking out over them now!

Please keep it coming!

1. Zero use. It's never come up, luckily I have players who are rational. Mind you, I don't run games where the players feel like if they didn't have "one of everything" they wouldn't have the right tools for the job.

2-3. Zero use. I dislike "shopping" as a GM, if the player wants his PC to have something we'll deal with it by email, and I'm pretty lenient with it. Part of is that I view gear as incidental. If it makes the player happy to have the best hand-cannon around, then great! But his story doesn't revolve around the gear, it revolves around his other goals. I think it's more gratifying in the end if, in pursuit of those other goals, he knows he can rely on his trusty, modified hand-cannon when the chips are down. If the gear desired is more rare then it becomes a fetch quest, or is mixed into whatever they are currently up to, but it's more often a one-shot item that might even be dangerous to use...

4. in keeping with the above, I generally don't have to mess with the PC's equipment, unless it's related to a story goal and I can weave in a way to replace it with something better ("...the only power source and flux capacitor we have left is...in your hand-cannon!" "No! Not Big Bertha!" "...I know...I'm sorry..." *weeping* "...(sniff) here you go..." )

5. I do use this to keep credit accumulation in line, and/or put them in a situation where trading favours is the best option. Hull damage is 500cr for an average shop. Fuel varies, but is roughly 50xSilhouette per hyperspace shift, time in hyperspace doesn't matter.

6. doesn't matter

7. I generally run like as if they have a homestead (Far Horizons sourcebook). This covers their basic needs, so I don't micro-manage food, drink, average items, etc. All other credits are bonus. Likewise if they want to wine and dine somebody, they need to use those bonus credits. I don't want them to be floating it in, but if they are saving for a goal I'll try to facilitate it. If they want to put a quad-laser cannon on a HWK-290, more power to 'em!

8. Yeah, I ended up finding and giving them options. In my longest campaign, the Enforcer wanted twin stun batons, so I let him pick basic ones that were customized over time. The Pilot/Engineer wanted a hand-canon, so I just gave him a Dragoneye Reaper. He also wanted twin weapons, but a second one felt like a little overkill, so his PC had to earn it. The Diplomat got something with Accuracy...so even rolling GG, with Accuracy and judicious use of Aim, he turned out to be pretty effective. In the course of their adventures they would often find bigger weapons, but these were usually one-time things that either broke after too many uses, or were too heavy to lug around, or just happened to get sliced by an Inquisitor...

9. I like it during character generation. Plus it gives more initial bonus XP. After that...useless. In fact it gets in the way. Once I know my player's PC goals, I don't need some mechanic to tell me when things do or don't kick in. I think it's a useful tool for a beginner, but easily becomes a crutch.

10. I dislike them. They remind me of video games, and it's another bean-counting thing the players have to track. I've changed the mechanics so they aren't necessary for my table. One of the side-effects is it's one less reason to need to worry about encumbrance (#1) because if players think they need them they will load up if possible, and then you're back to inventory management.

@ianinak , not to knock them at all, I've got a lot of respect for them and they give good advice, this is just an advisory (not really even a warning, exactly) for this topic. @wilsch and @whafrog play very heavily modified games to the point where they significantly change core mechanics. With that in mind, take what they say here with a grain of salt. I'm not rejecting their advice on the topic, just making sure you are aware of the context.

Aw, c'mon. I put a big chunk of kosher right there in the first sentence!

Edited by wilsch
55 minutes ago, P-47 Thunderbolt said:

where they significantly change core mechanics

Possibly a pedantic response, but...I don't change the true core, which to me is the dice and how the results scale (primary), and how the attributes and skills work. All the rest is kind of modular.

3 minutes ago, whafrog said:

Possibly a pedantic response, but...I don't change the true core, which to me is the dice and how the results scale (primary), and how the attributes and skills work. All the rest is kind of modular.

Fair enough. "Core" is a bit loose, but you have at least discussed messing about with WT and I know you mess with Talent trees. To me those feel like core parts of the game, but your interpretation is probably right.

2 hours ago, P-47 Thunderbolt said:

Fair enough. "Core" is a bit loose, but you have at least discussed messing about with WT and I know you mess with Talent trees. To me those feel like core parts of the game, but your interpretation is probably right.

Genesys is essentially the same game, and that doesn't even have pre-defined talent trees and specialisations in the core rules.

On 6/17/2020 at 11:53 AM, P-47 Thunderbolt said:

It takes a Maneuver to prepare the item, then a Maneuver to inject it (at least that's how I rule it, and it works pretty well). It doesn't heal crits, and it allows more fun in my opinion as a botched roll won't condemn a player to a session of unconsciousness.

Interesting, I've been doing it as a single maneuver to take it out and use it. I was under the assumption that with a utility belt you can draw items from as an incidental providing they are Encumbrance 0-1.

I can see how your method puts a slight nerf on stimpacks and that's definitely a good thing.

4 minutes ago, CloudyLemonade92 said:

Interesting, I've been doing it as a single maneuver to take it out and use it. I was under the assumption that with a utility belt you can draw items from as an incidental providing they are Encumbrance 0-1.

I can see how your method puts a slight nerf on stimpacks and that's definitely a good thing.

No, unless that is a particular utility belt item or was an ability added in FaD.

There is an item in Dangerous Covenants that allows you to draw/stow incidental items as an incidental: a Military Belt Pouch can hold two items that have an encumbrance of 0. The user can draw these items as an incidental.

On 6/17/2020 at 11:19 AM, ianinak said:
  1. Ships have beds- Do your players ever stay in hotels or local lodging? My players always sleep on the ship because why wouldn't they?

If they sleep on a cramped ship (double bunking on light freighter, for example) you could hand out some Strain before the next encounter due to poor living/sleeping conditions. This may give some incentive to sometimes pay for the bigger room at the starport wayfarer's inn or make sure crew has lots of space.

21 hours ago, Sturn said:

If they sleep on a cramped ship (double bunking on light freighter, for example) you could hand out some Strain before the next encounter due to poor living/sleeping conditions. This may give some incentive to sometimes pay for the bigger room at the starport wayfarer's inn or make sure crew has lots of space.

Nice idea, how would that work for prolonged Hyperspace travel though?

10 hours ago, CloudyLemonade92 said:

Nice idea, how would that work for prolonged Hyperspace travel though?

Well, if you really want the added complexity and details for how I've handled it I would refer you to this (I actually found it better to lower the ST temporarily for characters living in cramped conditions, as opposed to administering strain directly, didn't want to get into the details in my suggestion above):

Sturn's Vehicle Ops

Most relevant is the Consumables & Examples document page 13. But, you may also want to look at Cargo Handling it has some info if you want to stuff even more passengers in hallways or the cargo hold temporarily. 🙂

Edited by Sturn
On 6/17/2020 at 11:19 AM, ianinak said:

Beyond Basic equipment - Do your players use stuff in the splat/expansion books or just basic gear? I have all the books and none of my players have any. I'm fine with them using almost anything official but nobody ever looks for stuff. This usually results in me having them find "cool" items in an adventure. There is so much awesome stuff but they don't know what they don't know about.

In your case I would stay with what you are doing since that seems enjoyable.

During my last campaign, I tossed all of the named weapons and armor from the splat books. I used only the basic weapons and armor for the core books. THEN, I made a list of named weapons created by using attachments as if they came from the company that way. As an example, you could purchase the basic DL-44 Heavy Blaster Pistol which is a common heavy pistol example (just like the core book weapon, still has the full 3 HP, standard price of 700 credits). Or, you could find a snub-nosed DT-12 Heavy Blaster Pistol (comes with the Shortened Barrel attachment from the factory, but only 2 HP remaining and 950 credits).

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDpmYWY0ZTAwZWViZTg4NmQ