[TML] First Session CT Questions
Tom Naro
tomnaro at yahoo.com
Fri Nov 2 19:23:30 MDT 2007
Doyle Wayne Ramos-Tavener wrote:
<snip - some Excellent questions>
>- Does a law level sufficient to own military grade weapons imply the
>freedom to buy these weapons, assuming a proper tech level? Or do you
>generally have to go to a low law-level world and then deal with an arms
>merchant who imports weapons from off world, with a significant mark-up?
If the law level allows weapons to be sold, the player has a chance to locate a seller. The player might need to do a bit of searching, but it should not be too hard. However, it might be difficult to locate a dealer in true "military grade" items such as heavy machine guns, rocket launchers, VRF Gauss guns, and explosives. With the use of streetwise skills, players might be able to locate "illegal" weapons too. The black-market should have weapons one or two levels "outside the law". This kind of search should only be allowed once the game has started.
All kinds of exceptions are possible. The law/tech levels do not necessarily dictate that any weapons are produced locally. It is possible that ALL weapons sold at a particular location are produced off-world (and marked up as you said.) It might even be possible that, although legal, no one is actually selling weapons. I can think of a few scenarios (none of these would be common):
1. Interstellar Arms dumped a stockpile (millions) of poorly designed lasers on this world and EVERYONE has at least one. The local weapons trade simply died due to lack of interest in the locally produced weapons. The only weapons still sold here are surplus/used IA lasers of substandard design. (10% chance of failure on each shot - weapon is not repairable. Of course you don't actually tell the players about the faults.)
2. The world natives are strict pacifist/anarchist and they don't believe in weapons or making laws against them.
3. There is a local war and all the weapons were bought (or confiscated) by the local armies.
4. The people are too busy trying to survive on a semi-hostile world to worry about guns. The real market here is for air purification and other life-support equipment.
IMTU: I have added a second law level (and tech level) that applies to the local government. This lets me represent places where the police vastly "outgun" the population.
>- Do you allow PCs to purchase military grade weapons and armor during
>character generation? Or is this why the `gun' and
>`blade' mustering out benefits are so important?
This is a tricky question, and the answer definitely sets the tone for the rest of your game. If you plan a game with a strong military flavor, then let the characters purchase heavy weapons and armor during character generation. That would let the group jump right into the action. (Of course, you would sacrifice the "adventure" of the characters trying to find and purchase all the military gear.)
The mustering out process represents accumulated savings as well as service rewards. The "gun" reward should have more that just a monetary or utilitarian value. It might be the gun that saved the characters life while he was in service. It might be the service pistol that he has carried for 12 years. The weapon might have been given to him by a noble or commanding officer for some notable accomplishment. In my game, players are STRONGLY discouraged from selling these items.
In my games, characters start out with basic clothing, shoes, and personal grooming gear (Toothbrush, comb/brush, razor, breath mints, etc.) The characters that muster out of a military service get a "duty" uniform and a "dress" uniform; neither of which count as any kind of armor (Sorry Marines - your uniforms are NOT made of ballistic cloth. Marines have to buy armor just like everyone else.) All other gear must be purchased using the mustering out funds. All purchases are at book prices, of course.
Depending on the starting location, I might give them some free items - if I start them on a world with a tainted atmo, I give them free filter masks. If the planet is ice-bound, I give them cold-weather gear. I compensate for the things that the players cannot know before the game starts.
If the players start with a ship, I put ordinary gear in the ships locker. I only provide standard Vacc Suits for the ship. If players want Tailored Suits or Skinsuits they must spend their own money.
I allow players to pool money and purchase one "big ticket item" (BT) if they want. The BT is usually some kind of vehicle or a ship upgrade of some kind. Generally, pooled money must be spent on something that will benefit the entire group. All players must agree on pooled purchases (which is a fairly good "reasonableness" constraint). Technically they all "Invest in the company" - and the money goes into a common fund. The BT belongs to the "company" - not an individual character.
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