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Stingy GM's

I think the point was that those buildings weren't built during the time frame when everyone was armed and shooting.

but I agree that level of armament can vary wildly.

Switzerland for example, EVERYONE serves in the military and then is placed in the reserves. They are ready to mobilize from their homes, which implies they have combat weaponary and ammo stored beneath their beds or closets or maybe in a locked chest.

Of course on the other hand, you're very unlikely to encounter Swiss person on the street with a handgun.

The Sikhs carry a 'Kirpan' (a curved dagger) as a religious belief. In a Sci Fi novel I read (Four Day Planet HB Piper) a Sikh Security officer allows a party of characters into a truce parley armed with handguns because he chooses not to treat sidearms as weapons for purposes of defining the party as unarmed.

I have friend who rolled up homeworld once with law level zero and tech fifteen. He spent most of his career in rogue and ended up with a soc of less than 5. He figured he grew up on a pirate base where everyone was armed to the teeth but were all mostly related to each other (Clan MacDuff) Just because their were no cops and lots of weapons doesn't mean people were not polite and co operative with each other.
 
Even though my group usually runs the gammut from power gamers to solid role players. I generally let them buy whatever they can afford (if they can find somebody willing to sell it to them). I'm a bit generous that way.

That being said... there is always the local law level to contend with. Those players willing to have their character stroll down the street with an assault rifle slung to their back often find the local law a bit above board with their opinions.

If my players were, on the whole, less mature than they are; I might take a more firm stance with them on what they were allowed to buy. But for the most part, I find that simply controling what the local suppliers can produce for sale limits the playing field nicely.
 
The Last PCs I ran with PBA sportin' P or Fgmps Thought they could destoy a mercenaray unit. They did alot of damage, until the mercs came back with grav tanks! They were all killed...
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I did the same thing with law levels. Whenever a PC would get to gun crazy, I could esaily have them travel to a high ll world. The gun nut would refuse to hold back and was soon disarmed or dead.
 
The GM in the T20 game I play in will remind anyone that "if you can have it, so can they."
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Anyone who insists on something bigger than they should have will usually get the response of "Fine." Bad things are going to happen when that is uttered...
:D
 
Originally posted by MichaelL65:
The GM in the T20 game I play in will remind anyone that "if you can have it, so can they."
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Anyone who insists on something bigger than they should have will usually get the response of "Fine." Bad things are going to happen when that is uttered...
:D
That's generally the way we work. If the players think of it first, fine.
And if it's not out of line ,fine.
Once they cross the line... it's all their own fault.
And the Best part. They all know that rule.
 
Originally posted by Darth Sillyus:
Even though my group usually runs the gammut from power gamers to solid role players. I generally let them buy whatever they can afford (if they can find somebody willing to sell it to them). I'm a bit generous that way.

That being said... there is always the local law level to contend with. Those players willing to have their character stroll down the street with an assault rifle slung to their back often find the local law a bit above board with their opinions.

If my players were, on the whole, less mature than they are; I might take a more firm stance with them on what they were allowed to buy. But for the most part, I find that simply controling what the local suppliers can produce for sale limits the playing field nicely.
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Soloprobe, Micheal65, Darth Sillyus...

the reverse is also true. I know of an instance where the GM (BG) had the Players on a law 0 world..they decked up in armor and heavy weapons and went for a stroll, after seeing the populace wore open weapons (but no powered armor, etc, or HI-energy portable weapons). They found themselves in 30 minutes of exiting the SPA environs being followed at a distance of 100m by a grav tank platoon, and a platoon of Regular troops... After an hour of being followed, on eof the payers approached the troops and asked why they were following them.
Answer: "What WAR on this world are you going to?"
PC: "None, its Law level 0 man!"
GM: "--OOC: Just because there's no law against it doens't mean you go dressed for war."
 
Originally posted by phydaux:
</font><blockquote>quote:</font><hr />Originally posted by trader jim:
i dont like cheap stingy GMs.....gimmie big guns!!!! and big ships!!!!
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So Monty, tell us what's behind Door Number Two?</font>[/QUOTE]I also liked the escalating Monty Haul Campeign - Eveyone starts with blades - at the end of the first encounter they have guns. Every set of treasure is bigger and better than the one before - and is the only reason for doing enything.

SHortly the ref has to invent an improvement on battledress, because he has run out of "Better equipment" to reward the players with.

I liked it - When I was 12. Even recently, every blue moon, I would get in a Monty Haul mood, warn the players and we'd generate a whole new party - play for a couple of days, continually "blowing the top off the treasure box". Once we get bored (doesn;t take long) - we put the portable holes back into storage and pull out the "sensible" characters again.
 
I was playing in a near-future game where we were working for a government agency. We were told we could draw any weapons appropriate to the threat.

"What about nukes?" I smarted off.

"If you need them, yes."

That may be the only time I was really frightened in a game.
 
Something like that happened in my stars wars game.

Every mission we had to argue with a resource strapped rebellion for anything from a proper med robot to ship upgrades. Most of it we bought ourselves.

The last adventure of the school term was a big all nighter that begin with our watching the original trilogy.

or mission: to penetrate the death star (we chose to do it wearing imperial uniforms.) and deactivate some key reactor controlls so that the thing would indeed chain react and blow up as the pilots were being promised in another breifing room.

escape was an excercise left to the student.

We didn't REALLY get scared until we realised that ANYTHING we asked for... we got.

Uniforms:Done, Auto Grenade launchers: done, A variety of weopans upgrades for our stock light frieght, a new stock light frieghter, our tongue tied engineer requested an X-wing for himself and his R2 unit... he got it. We were allowed to name our new nameless stock light frieghter. -Any- request was greated with a shrug and "sure".

We began to get VERY affraid.
 
I'll never forget the time a player realised:

"Wait, our ship has a missile launcher and the missles have NUKE WARHEADS! Quick, hand me a wrench..."
 
I remember one game i was involved in....The GM was so CHEAP AND STINGY!!!!......no BIG GUNS....
NO BIG SHIPS....NO PAY OR MONEY...mater of fact we
were playing in our JOCKY SHORTS!!!....SOOoooo....
figurative speaking......all 4 of us...beat him to death with our Traveller Books and buryed him in the back yard....boy was he pissed!!!...to this day he hasent spoken to me!!!!.....We tend to plat "rough"..... :eek:
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