Sci-Fi in Savage Worlds, Pitfalls?
Jan 17, 2017 12:41:45 GMT -8
Post by Deleted on Jan 17, 2017 12:41:45 GMT -8
In modern and sci fi settings the range and power of gear can seem to unbalance a game if you aren't careful but A dose of common sense can be helpful. Even if these huge weapons and armor are affordable, it doesn't mean that the PCs can just roam around a space station with them. Planets and space stations will have some level of law or control. In Firefly, Jayne couldn't just cart Vera around everywhere and anyone roaming the land in full body armor will be noticed, and reported on, possibly greeted at the docking bay by security. The resort planet my PCs just left had basically an intergalactic TSA insuring that weapons and gear of certain levels were not brought planet side. Just imagine grabbing a coffee at 7-11 and seeing a guy walk in with full kevlar and an assault rifle, that shit would be noticed and police would be called even in open carry states....why would a futuristic space station or space colony be any different?
Another thing would be that not everything the players want will be available everywhere. I think Traveller does a better job of explicitly stating this with their technology levels and law levels but that can be adjusted for Savage Worlds. Simply tell that PCs that the station or colony does not have access to certain gear. Not every shop will have mods for a walker. Sorry. Dice should hit the table concerning streetwise or investigation to even find the gear. Can you walk into a new city and automatically know where the best auto body shop or tailor is? Why would your PCs? Perhaps a negative the more exotic the item is? Perhaps a card draw for complications depend on the item (security sting on designer drugs or black market arms)? You don't want to turn every game into a shopping trip but you also don't want to Monty Hall the whole game. A balance between the two can provide some side quest fun (with possibilities for new merchant/smuggler/crimelord NPCs) and folk getting the gear they want.
As jazzisblues stated, use the rules as written, and that would include using your own setting rules. If gear is unavailable then it is unavailable...not every shop will carry a laser gattling gun. If your spacestation has security protocols, make sure your PCs follow them or face consequences (not being allowed to dock, not being refueled, etc). So Sorry. This can possibly cut down on murder hobo shenanigans and instill an appreciation for the cover rules. Overall, this will steer them towards creative solutions beyond laser barrages of death.
Another thing would be that not everything the players want will be available everywhere. I think Traveller does a better job of explicitly stating this with their technology levels and law levels but that can be adjusted for Savage Worlds. Simply tell that PCs that the station or colony does not have access to certain gear. Not every shop will have mods for a walker. Sorry. Dice should hit the table concerning streetwise or investigation to even find the gear. Can you walk into a new city and automatically know where the best auto body shop or tailor is? Why would your PCs? Perhaps a negative the more exotic the item is? Perhaps a card draw for complications depend on the item (security sting on designer drugs or black market arms)? You don't want to turn every game into a shopping trip but you also don't want to Monty Hall the whole game. A balance between the two can provide some side quest fun (with possibilities for new merchant/smuggler/crimelord NPCs) and folk getting the gear they want.
As jazzisblues stated, use the rules as written, and that would include using your own setting rules. If gear is unavailable then it is unavailable...not every shop will carry a laser gattling gun. If your spacestation has security protocols, make sure your PCs follow them or face consequences (not being allowed to dock, not being refueled, etc). So Sorry. This can possibly cut down on murder hobo shenanigans and instill an appreciation for the cover rules. Overall, this will steer them towards creative solutions beyond laser barrages of death.