tag:blogger.com,1999:blog-2482451413021840738.post119837734939727338..comments2024-03-29T20:01:34.283+11:00Comments on Observations of the Fox: Equipment in Game SystemsVulpinoidhttp://www.blogger.com/profile/04511600075328621953noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2482451413021840738.post-42946354405091317272012-07-27T02:44:08.392+10:002012-07-27T02:44:08.392+10:00One obvious issue is a penalty for trying a skill ...One obvious issue is a penalty for trying a skill without tools. This penalty can range from a small effect to "You just can't do that without the tool."<br /><br />The oscilloscope may only be useful in a subset of tasks, but try analyzing a waveform without one. There is just no good substitute. Some tasks can use improvised tools, others you can't.<br /><br />Another issue is that while duct tape is very useful, it's not the same as a full repair. Yes, you can fix a plane with it, but it's not going to last like a correctly done repair. On the other hand, it can give a bonus to a wide range of tasks. <br /><br />The final issue in how to deal with equipment in game systems is to make sure that the equipment doesn't outstrip the players's choices. SF games are usually the big offenders here. Some of the games I've seen have equipment that can completely make certain skills useless. "Oh, you're playing an engineer? I've got my Fixit droid 2000 that puts you to shame." "Ah, you are a stealth specialist? I've got a chameleon suit with noise cancelation."<br /><br />I suggest making it so the tech works in conjunction with skills without overshadowing them.Philo Pharynxhttps://www.blogger.com/profile/14785954267292226321noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-86603294313437935102012-07-27T02:33:33.036+10:002012-07-27T02:33:33.036+10:00I think in a lot of cases, tools are binary enable...I think in a lot of cases, tools are binary enablers. If you don't have a screwdriver, you're not removing that screw, period. If you can improvise a tool, then you might be able to do with with a penalty. If you don't have a sword, you're not going to be able to use your swordsmanship skill. You may be able to improvise a sword by using a stick, but it'll be with a penalty. <br /><br />Sometimes though, there will be times when tools are enhancers, rather than enablers, like your example on moving a rock with a lever.DariusWolfehttps://www.blogger.com/profile/07379473024089362745noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-25909646588391404132012-07-26T22:44:43.765+10:002012-07-26T22:44:43.765+10:00Great post, well asked Vulp.
Icar has weld tape, ...Great post, well asked Vulp.<br /><br />Icar has weld tape, which is part of the "tech kit". A tech kit allows the users to do a bunch of technological things. I don't say specifically what tool does what (although sometimes it is obvious) but a techie character needs the tool to use the skill in many cases. As shorty says, not having it is a penalty.<br /><br />The problem with generating too much system is that the player has to remember the rule around each bit of kit. As they get more technological, the amount of kit they carry increases and there is volumes to remember.<br /><br />In Icar, I have equipment handouts for weapons, vehicles, space craft and so on. Most of the big items in the game are written out, ready to use. They player doesn't need to copy the rules but still needs to remember to reference them.<br /><br />The other problem with tech and rulesets is that you end up with a lot of rules that can't possibly cover all situations.Rob Langhttps://www.blogger.com/profile/01377928640392467606noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-37727463656996753532012-07-26T19:01:57.841+10:002012-07-26T19:01:57.841+10:00Well, it's been a while since I ran a game tha...Well, it's been a while since I ran a game that had duct-tape as an available resource, but let me think.<br /><br />There are certain games with a jury-rig/MacGyver type skill that allows random tools and equipment to be better used, and put to more improbable uses. But I think that when it comes to simple tool use, not having the tool is best described as a penalty. Sure, someone could get a screw into a pre-bored/tapped hole without a screwdriver, but they would struggle to get it in as tightly. And can you imagine someone trying unfasten in by hand? They would need something that could also be used as a screwdriver, but then failure could risk damaging the screw, the tool, and maybe even the operator if they screwed up badly enough.Anonymousnoreply@blogger.com