Friday, 23 February 2018

Buying weapons with points instead of cash

A few weeks ago I was designing a sci-fi campaign where guns are everywhere. Since most of my GMing combat experience was in a fantasy ~TL5 setting, I felt a little out of my depth intuitively understanding how deadly the PCs are.

I decided early on I didn't want to deal with money and how much players earn because managing wealth is a pain and we wanted to keep resource management to a minimum. But then how do we know how much firepower each player can afford?

Instead of money as the limiting factor, I designed a few weapons using the Innate Attack rules and internally assigned (roughly) 30 points per player for weapons. Then I presented the weapons as complete objects and players negotiated for what they wanted (i.e. 'Can I have two pistols?')

This had a few advantages:
  1. Players still got to choose their weapons as they would in a shopping environment
  2. Players not that familiar with GURPS rules didn't have to mess with Innate Attack rules
  3. Because each of the weapons had a point value, all I had to do to check for balance was make sure the total points didn't exceed 30.
Which worked out great! Players that wanted to know the nitty gritty could see 'behind the screen' at how the weapons were constructed, but most players were happy to accept my judgments at face value. After all, the reason we play GURPS is because we just want to roll 3d6 and go!

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