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Simplifying tech kits

PostPosted: Thu Oct 20, 2011 5:32 am
by Rob Lang
It was once my intention to have thousands of gizmos and devices in Icar. Any given technical problem could be solved by the right application of tools. However, when I come to explain the use of them, there is so much up front technical knowledge required that I feel I'm writing down the science.

Instead of a massive science lecture in the middle of the game, I decided to move to a "what it can do for you" point of view. Allosealer can join two inorganic things together at the rate of 1 metre in 9 seconds (1 foot per turn). That's better, perhaps more useful.

The next thing that occurred to me while writing that was that there were quite a lot of stock items needed before your tech-based character could really do much. I imagined it would be a bit annoying for all but a few to write it down and keep track of it. Instead, I have bunched most of the tech items into a Tech Kit and then listed what that Tech Kit enables you to do.

For those who like an advanced fiddle, I'll include some more advanced items (like the Gravity Field Generator) but for most the standard tech kit will be enough. I shall include some variety by having tech kits with different encumbrances and costs but the features will remain the same.

Re: Simplifying tech kits

PostPosted: Thu Oct 20, 2011 4:24 pm
by Onix
I always wonder what's better. Fully explaining the tech means that if the players bother to read the description, they get ideas on how to use it, maybe in cool ways not originally intended. I love those moments. But it takes the right kind of player to really get into the tech descriptions. Most want simple but then they only use it in predictable ways.

Re: Simplifying tech kits

PostPosted: Fri Oct 21, 2011 6:18 am
by Rob Lang
With rules in general, I am leaning towards the idea of a basic rule for the 80% and then optional rules for the 20% and for those players who love a bit more. The problem is that the GM often has little choice - if you provide the extra technical complexity. The Tech Kits are an excellent example of where that is useful. A player should not feel pressured into knowing a whole lot of stuff just to do simple tasks.