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Re: [HoE] Weird West Veteran Problem
In a message dated 12/16/98 7:39:08 AM Eastern Standard Time,
DarrinBrig@aol.com writes:
<< One of my players is creating a mad scientist with the veteran of
> the weird west edge. Which is fine, except he was wanting to have
> some free gizmos with the logic, that over the last two hundred years,
> he could have invented many items. I said that he had a good point,
> but I wanted him to buy any gizmos with the belongings edge, except
> for his free gizmo.
> He was not happy with this decision, but agreed to buy any gizmos as
> belongings.
> What are your thought on this issue and have any of you had similar
> problems, thanks.
>>
I don't want to get dragged too far into this discussion, but here's what I
would do as a GM. Note that this may not work for you--my group is very mature
and doesn't try to powergame (as a rule--we got this one guy. . .)
I'd tell him to buy 5-10 points in belongin's, and have him set up either a
headquarters where he keeps all this stuff, or purchase a wagon, boxcar, etc.
When he needed something, I'd either decide if it sounds like something he
might have invented in the last 200 years AND would still have held on to, or
assign some random chance to the item being in the wagon/lab/etc. Of course,
such a store would likely be plagued by gremlins, half the stuff would have
fallen apart by now, and a lot of it would have been outdated by regular
devices (nice 1930s 40lb bullet proof vest, try this Kevlar).
Again, it depends on the player. If he's a powergamer, this obviously wouldn't
work. If it was one of my regular group, it wouldn't be a problem, and would
actually be kind of cool.
If you specifically want my input on this again, put my name in the header
'cause I probably won't check back in on it.
Shane