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Monty Hall or Out for Blood?
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Jedi AlanRocks
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PostPosted: Sun Jul 26, 2009 12:53 pm    Post subject: Monty Hall or Out for Blood? Reply with quote

When I was in high school (circa the late 1980’s) I had a DM who became fascinated with having our party find “artifacts.” One time we raided a pirate ship while it was in port and most of the crew were in town. One of the items recovered was a Talking Sword that had some fantastic bonus (like +10 or something) and I remember being irked. That’s quite a valuable object, not the kind of thing people would sell or leave laying around. It wouldn’t have been so bad but later on in the game we found ANOTHER Talking Sword on a reasonably lightweight NPC. Not to mention Rings of Fire Protection and scrolls of Instant Bad Guy Death were for sale at the local Apothecary. I would later learn that these GM’s are named “Monty Hall” GM’s after the host of Let’s Make a Deal. It really got me to thinking about what kind of treasure you’ll find on monsters and who needs money and who doesn’t. It got me thinking about how much 50K in Gold Pieces might weigh and how badly some people might want to kill anyone who owns a talking sword. As a GM I have become pretty tight fisted about who carries large amounts of cash and fancy jewelry. Certainly no PC is gonna get rich by gunning down Stormtroopers and rifling their pockets. In my universe Stormtroopers carry no cash.

But if you go too far, it also irks players. I once had a beast of burden go crazy in a marketplace and start chasing a PC. He’s running for his life down the street and he says “The entire universe is out to get me!” I have never had a PC “Captain” who owned a ship he was happy with. It couldn’t outrun A wings, it wasn’t as armored as an ISD and could outgun the Death Star. But maybe with enough credits and shop time…

So I am wondering about how you guys GM. Are your players strapped for cash and equipment, have they ever had to blast out of a starport because they can’t afford the docking fee for a week’s stay? What’s the lifespan of your characters? Do you do a lot of fudging… “Well if someone can carry you back to the ship you should live… You’ll be at -2D in everything for a couple of days…maybe a week.” Is everyone in the universe out to ‘get’ your characters?
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PostPosted: Sun Jul 26, 2009 2:36 pm    Post subject: Reply with quote

I've gone through some of those stages in the past, but I'm not like that any more. Monty Haul GMs and "Killer" GMs are phases that many (most) GMs go through. Some, depending on how long they've been a GM, might still be in those stages. Unless a GM grows beyond those stages, they could very easily nestle down stick to one stage. Their games will suffer in the long run because of it.

Now some of your questions:
"Are your players strapped for cash or equipment?" - For the most part, yes. By not giving the PCs everything to start with, there are goals for them to strive for that go beyond the immediate adventure. If a PC wants to "pay off their ship so they can upgrade it like they want", it gives them something to look forward to. It gives them something to dream about. If you've got a PC with their ship owned outright, with nice shields, powerful weapons, fast speed and maneuverability, and all the bells and whistles....what is there for them to look forward to? They've got everything to start. So by giving SOME things, but not everything, to starting PCs, you give them incentive that goes beyond "let's track down the Hutt who's holding Bob's wife for ransom" or whatever.

"What's the lifespan of the characters?" - Well, this is generally up to the players. If they continue to act in illogical and dangerous ways that are well beyond the PCs ability to attain, they could have a very short lifespan. If they play smart, use character points and Force points wisely, do daring things when appropriate, and don't think that single handedly taking on an AT-AT with a blaster is a smart thing to do, they will live a lot longer. I would put, these days, the lifespan of a PC at around 20 to 30 game sessions...maybe more. PCs should never be immune from death, or the "death only if it makes sense in the game" that I've heard some GMs say.

"Do you do a lot of fudging?" - No, I don't. GMs that do a lot of this in order to "save" the PCs are falling into another stage...the "Anti-Killer" GM. I've seen GMs pull out the amazing, recurring NPC that shows up just in time to save the PCs and manages to have exactly what is needed to heal everyone back to normal. The old "Deus Ex Machina" syndrome. Fudging, if it happens, should happen rarely, and only if it would be one of those really, really unfortunate times or ridiculously insane occurences... like tripping on a sidewalk, falling into a puddle and knocking yourself out so that you drown in a quarter inch rain puddle. If that happens, it's time to fudge the dice. But if a Star Destroyer starts bombarding a planet and the PCs are silly enough to try to hunker down and hold out against the bombardment, and you roll a strike that's close enough to kill a character, give the PC a chance to resist the damage, and if they fail, make a point of killing that PC. If the players never think that they'll lose a character from bombarding Star Destroyers, they'll never be afraid of doing so and the threat of what such an event is supposed to be will be lost. I think I generally end up fudging a roll about once every 80 to 100 game sessions.

"Is everyone in the universe out to 'get' your characters?" - Absolutely NOT! That's like saying everyone in the world is out to get you right now. Not hardly. Most NPCs in the universe don't even KNOW the PCs. Most couldn't care less about them. Those that do know the PCs will probably range from "likes them" to "doesn't particularly care about them". Only the few that the PCs have really crossed would be "out to get them". Even with the Empire, most of the NPCs aren't out to get them. The Imperial forces are there to enforce the law. If the PCs break the law, then it'll seem like the Imperials are out to get them, but only because they'd done something to raise their ire. The PCs should be, at worst, "neutral" when they start the game when it comes to how people view them. Sure, one or two might have debts owed, but for the most part they're one of probably hundreds or thousands of people that also have debts with that same loan shark. Until the PCs do something to gain attention, either positive or negative, there's absolutely no way the "universe" should be out to get them. Yes, random things like a traffic accident or witnessing a bad robbery might take place, but until the PCs start poking into things, they should have an open book when it comes to how the NPCs interact with them. Not until they've either made a LOT of enemies or a LOT of friends should it be evident that the general "universal" consensus is one way or another towards them.
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Raven Redstar
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PostPosted: Sun Jul 26, 2009 2:46 pm    Post subject: Reply with quote

I'm somewhere in between. My characters... depending on era and background usually are ok for cash, not rich, but not poor. I tend to believe in a healthy balance of the two. Keep them with just enough cash that they can land and take care of on planet what they need to, don't give them enough to get too good of gear, too quickly.

Now, as for your Stormtroopers don't carry cash... Take for instance, Stormtrooper gear:

Sorosuub Stormtrooper One Blaster Rifle: 1000 cr
Blaster Pistol: 500 cr
Stormtrooper Armor: Not Available for sale
Utility Belt: probably worth at least 100-200 cr
And utility belt comes equipped with at least 2 grenades: 200 cr each

Now, given the time to strip the snowman of his weapons and tactical gear would be able to net the characters a decent bit of cash... also, considering the fact that snowmen don't really tend to travel alone. Small squad possibly 4? 4x that total, not to mention the fact that they could sell the armor for probably at least 3000 a suit, and be more than reasonable for a buyer to want it. So, one squad of stormtroopers comes out to: 20,400 credits approximately, that's also not including bargain rolls or black market mark up. Which for black market can be up to 5 times value. The thing is, if characters realize just how expensively equipped each stormtrooper that is sent at them is, there really is no need for cash shortages, in fact, a smart player can make a decent living off of just killing mook level bad guys.

I've been put in situations with GMs who didn't allow us to accumulate too much wealth, so what I ended up doing is just exchanging my wealth for decent personal gear every chance I got. The one player who tried stockpiling his cash and weapons always got it taken away from him, then we'd spend a session trying to steal it back.

Now, given that your scenario seems to be more D&D oriented. D&D is wholly fantasy, and the GM just probably didn't want any of his players feeling left out. Maybe he liked talking swords, I don't know. But the trick is, make things too easy, your players don't have any fun. Make things too hard, and your players won't have too much fun. I tend to try to find a healthy medium, going a little more toward the tough. My players seem to be happy, and have fun, but I don't play with hard core stat crunchers... if I did, I'd be harder on them.
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garhkal
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PostPosted: Sun Jul 26, 2009 6:48 pm    Post subject: Re: Monty Hall or Out for Blood? Reply with quote

Jedi AlanRocks wrote:
Certainly no PC is gonna get rich by gunning down Stormtroopers and rifling their pockets. In my universe Stormtroopers carry no cash.


At most, in my games, they carry 200-300 in credits. So when they are off shift they can go hit the bar or play poker (sabbac) etc... The only times you will find more on them (or anyone else) is when they are enroute to make major purchases (like with an imperial officer).

Quote:

So I am wondering about how you guys GM. Are your players strapped for cash and equipment, have they ever had to blast out of a starport because they can’t afford the docking fee for a week’s stay? What’s the lifespan of your characters?


I try to keep them close to solvency as possible, that way their is always a need to go "adventuring": for more cash. Whether it is to fix up that ship they have, or to buy more armor etc.

Quote:

Now, given the time to strip the snowman of his weapons and tactical gear would be able to net the characters a decent bit of cash... also, considering the fact that snowmen don't really tend to travel alone. Small squad possibly 4? 4x that total, not to mention the fact that they could sell the armor for probably at least 3000 a suit, and be more than reasonable for a buyer to want it. So, one squad of stormtroopers comes out to: 20,400 credits approximately, that's also not including bargain rolls or black market mark up. Which for black market can be up to 5 times value. The thing is, if characters realize just how expensively equipped each stormtrooper that is sent at them is, there really is no need for cash shortages, in fact, a smart player can make a decent living off of just killing mook level bad guy


First off, the black market pays less than value by at least half (then bargaining from there) to buy them from pcs, and sells them higher than vcalue by three to four times when the pcs are buying them. Also think of how those sales can get back to impeiral intelligence and bite the party in the butt.
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Raven Redstar
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PostPosted: Sun Jul 26, 2009 7:06 pm    Post subject: Reply with quote

They'd already have a hefty bounty on their heads if they've shot stormtroopers. Besides, we're talking about buying military grade hardware here, I'd at least give my players the base value, I may be a lot of things, but never stingy. If my players are willing to go through the risks of dealing with black market entrepreneurs, then I'll let them get their money's worth.
Keep in mind, that this makes for a whole new level of the role playing if their going to get involved, plus, adds on more crimes to stack on the list for potential bounty hunters pursuing.
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PostPosted: Sun Jul 26, 2009 7:52 pm    Post subject: Reply with quote

Sorry, giving out that much money for stormtrooper items and stormtrooper armor is tantamount to Monty Haul syndrome. It promotes the "loot the bodies, loot the bodies" mantra that roll players chant by being in games like that too much. Collecting items from dead stormtroopers may be useful to get immediate weapons that might be needed, or it might be the desire of a particular PC who wants to collect items for a character driven reason, but promoting the collection of these items to sell for massive quantities of credits can lead to problems.

And garhkal's got it right...the black market is never going to pay you base cost for things like stormtrooper armor. It's got enough problems...the last thing it needs to do is have stormtrooper armor in stock with the Empire comes knocking. Explaining away weapons is one thing, explaining away stormtrooper armor with blast holes in it is another. And do you really think they're going to have a huge market for armor like that? What buyers out there wants their forces running around in illegal stormtrooper armor? Maybe one or two, but certainly not enough to warrant black markets to always be buying stormtrooper armor.

Black market would ALWAYS buy less than base cost, and then turn around and sell it for a massive mark-up.
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cheshire
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PostPosted: Sun Jul 26, 2009 8:14 pm    Post subject: Reply with quote

Raven Redstar wrote:
They'd already have a hefty bounty on their heads if they've shot stormtroopers. Besides, we're talking about buying military grade hardware here, I'd at least give my players the base value, I may be a lot of things, but never stingy. If my players are willing to go through the risks of dealing with black market entrepreneurs, then I'll let them get their money's worth.
Keep in mind, that this makes for a whole new level of the role playing if their going to get involved, plus, adds on more crimes to stack on the list for potential bounty hunters pursuing.


I'm not sure I'd play with a "they've already got one bounty on their heads... what's one more?" philosophy unless they've already got some serious protection lined up. If someone becomes too much of a nuisance to the Empire, they're going to put bigger and bigger people on the job. I'm not sure I'd want the Empire calling out IG-88 and Boba Fett on me. Smile

Even though we're talking about dealing with military grade hardware, I'm not sure that really changes the dynamics of the workings of the black market. Yeah, the book tells you the sticker price, but no smart black marketeer is going to give that price to them. Of course, they could try to fence the items themselves, but that could really open a Pandora's box.

For example, in my home town a guy was new to town and started selling drugs in his neighborhood. He was either unaware or didn't care that one of the local gangs declared that no one else was going to sell drugs on that turf. It got him killed for trying to make money off that trade when someone else wanted to and was much more prepared to secure that claim than he was.

If players start fencing stormie items on a planet's black market, they could find themselves in serious conflict with the black market already there, since they're getting cut out of the system. (Well armed and angry middle-men do not like being cut out.) Smile

Of course, this is only one of many risks involved in selling the items.
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cheshire
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PostPosted: Sun Jul 26, 2009 8:25 pm    Post subject: Reply with quote

Quote:
Are your players strapped for cash or equipment?

It depends on what kind of campaign it is. When I'm running a money-oriented campaign, they're always scratching for ship parts, docking fees, and enough cash to make the next run. Sometimes they have a little extra, but usually people are living at the edge of their means. (Kinda like real life.)

However, it must be said that they're always strapped for the next thing that they really need. It drives the sense of adventure and urgency when you aren't living the high life.

In campaigns that aren't so money driven, then my characters are always looking for the next item that they need to complete their quest. If they are Jedi, then they are trying to assemble their lightsaber, and no amount of cash is likely to just buy them one.

Where there is no struggle, there is no sense of reward when you get it. So, they're always having to work hard for SOMETHING, even if it isn't cash.

Quote:
What's the lifespan of the characters?
It depends on the player. I don't kill players lightly, but if they repeatedly try to do something stupid after three warnings, I'll let the dice rolls determine whether or not they get reduced to a cinder.

Quote:
Do you do a lot of fudging?
Do I fudge? Heck yeah. Do I do it a lot? I don't think so. I'm not of the opinion that a mook with a 3D in brawling should be able to make that lucky connect on a player, and then wind up rolling nine consecutive sixes on a wild die and do instantly lethal damage. In the sort of instances where that is happening... I'll fudge. There are also some instances where I'll fudge if it's better dramatically for me to do so.

Sometimes I'll fudge just slightly to heighten the tension. If it's an easy mook that people are feeling comfortable with, I'll sometimes take a wild die that landed as a four and re-roll it a few times just to give the players something to be concerned about. Will I add the new rolls to the NPC's total? No. But watch them sweat a bit when they think they've got a real risk on their hands makes it far more rewarding for them when they find out that they made their dodge roll. Smile

Quote:
Is everyone in the universe out to 'get' your players


Everyone? No. Never. Will they make powerful enemies? Usually. Having dramatic down times is just as important has having a good chase scene.
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Jedi AlanRocks
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PostPosted: Mon Jul 27, 2009 12:36 am    Post subject: Reply with quote

Firstly I want to thank everyone who replied. I am really glad to be a member of this forum and hope that I don't come across as an obnoxious n00b. I hope you guys can understand that I have never met a group of experienced SW D6 players before, usually I am the one introducing it to role players who have never done anything but D&D (except for a party of ex-Trek RPG players)

Quote:
try to keep them close to solvency as possible, that way their is always a need to go "adventuring": for more cash.

I almost made a poll but I understand that as GM we all try to make the game interesting. Of course players are going to want fast ships and big guns, and to an extent they should get some of those things. But big payoffs require a significant amount of work and an element of danger and risk- like real life. Sure, running garbage is safe, but the pay's pretty low. Like cheshire said
Quote:
When I'm running a money-oriented campaign, they're always scratching for ship parts, docking fees, and enough cash to make the next run. Sometimes they have a little extra, but usually people are living at the edge of their means. (Kinda like real life.)


I think we have all had PC's who just made a really good amount of cash and they turn around and buy new ion engines and blaster rifles. Of course, that's what it's there for. These PC's aren't planning on retirement.

Quote:
I'm not of the opinion that a mook with a 3D in brawling should be able to make that lucky connect on a player, and then wind up rolling nine consecutive sixes on a wild die and do instantly lethal damage.


I see your point about the wild die and lethal damage, and if it was me I might send the player to the hospital. I would say part of my philosophy is that the mooks should actually try and kill the players not stand there hacking and slashing. I have had mooks miss a shot by 1 or 2 and they will spend a character point to beat the player's dodge. I think if you're going to gain a +10 talking sword or an E web repeating blaster you're going to have to fight the guy weilding it first. As the PC's get more powerful so do the mooks, and an experienced Bounty Hunter or a pair of Sovereign Protectors are going to work very hard to carry out their mission.

Quote:
Certainly no PC is gonna get rich by gunning down Stormtroopers and rifling their pockets. In my universe Stormtroopers carry no cash.
Quote:
At most, in my games, they carry 200-300 in credits. So when they are off shift they can go hit the bar


That's why I said in my universe, I totally understand that your mileage may vary. I actually pictured two Stormtroopers standing at a bar, helmets off, knocking back a few cold ones. Laughing But in my verse Stormtroopers go back to the barracks and change into street clothes before they go out drinking. However, the idea has snet the wheels turning... What do the boys in white do on their off hours? I try to stay away from looting bodies and searching rooms for secret compartments. I did enough of that playing D&D.

Quote:
I'm not sure I'd play with a "they've already got one bounty on their heads... what's one more?" If someone becomes too much of a nuisance to the Empire, they're going to put bigger and bigger people on the job. I'm not sure I'd want the Empire calling out IG-88 and Boba Fett on me


I do give my players a choice, but they usually choose to go against what the Empire wants on moral grounds-so it's not really a choice, it just looks that way. As the PC's gain more experience and pull tougher jobs they might eventually run into IG-88, Bossk or Dengar. Of course the Empires gonna be peeved at the party that stole their (insert item here) or blew up (GM's choice) That's the price of playing in the Big Leagues.

Quote:
Sorry, giving out that much money for stormtrooper items and stormtrooper armor is tantamount to Monty Haul syndrome. Collecting items from dead stormtroopers may be useful to get immediate weapons that might be needed, or it might be the desire of a particular PC who wants to collect items for a character driven reason,


In my verse Stormtrooper armor thats been damaged enough to kill the 'trooper inside isn't worth much. When these people are used to seeing 'Troopers a lot the idea of having that armor loses its novelty. Certainly any PC who dresses up and tries to pass himself off as a 'Trooper is risking a lot. The armor itself isn't that special and for an equal amount of credits players could buy a decent non Imperial issue set of armor. The rifle they carry is the SciFi equivalent to the AK47, or a WWII era Thompson. It's a good rifle, but it's mass produced Mil-Spec hardware that is outclassed by other things on the Civilian market. "Trooper armor is a combat uniform worn by soldiers and as such it has no frills and no pockets for money. Pockets for grenades or extra ammo, sure, but not money. 'Troopers don't need money in combat. I am surprised some people don't see it that way. I honestly thought everyone would agree that 'Troopers dont carry cash.

Quote:
Now, given that your scenario seems to be more D&D oriented. D&D is wholly fantasy, and the GM just probably didn't want any of his players feeling left out. Maybe he liked talking swords


He DID, I don't know what this guy's deal was, but YES he liked Talking Swords and NO they were'nt crazy swords that wanted jeweled cases or your soul....they just, you know, talked. He had a "thing" for crazy magic items, really powerful ones, and you'd find them on Skeletons- we once uncovered a cache of magic rings in the nest of a Giant rat. WTF?
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Raven Redstar
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PostPosted: Mon Jul 27, 2009 1:17 am    Post subject: Reply with quote

I do agree that stormies don't carry cash on them, they're soldiers, everything they need is provided. Food, shelter, blasters and ammo. Ya, I could see troopers being caught in their off time shore leave or whatnot, but likely no one is going to know they're stormtroopers. I was talking more from a guns and gear prospective, stormtroopers have some of the best gadgets and gear that you can find in the galaxy. Take the nav system in a scout trooper's helmet, +2D to repulsorlift ops. On their bikes they've got a +5D+2 to their skill, just from maneuverability and nav. Anyway, all I was trying to say, is any merc company, terrorist cell (rebels) would pay some decent money to get their hands on the gear of their opponents, helps when you don't have to shoot 'em up yourself as well.

I've come a long way as a GM. Used to think it was me vs. the players, I've been GMing for nearly 10 years now, and after switching from player to runner, I've come to the conclusion that you need a healthy balance between gifts and challenge. Using an arbitrary rule like half off all re-sales just doesn't make sense to me if you're working outside of the system. Now, if they take it into a retailer that has licensing to sell such items, then yes. Half the sticker price makes sense to me. However, if you're selling to someone outside the confines of the law, part of the price they're paying for is lack of paper trail, avoiding the bureaucracy. In those sorts of scenarios, I would play it by ear, if the player is being totally unreasonable, then the buyer won't buy.

But, I do agree, that unless the armor is repaired, armor that has had someone die in it is usually not worth much, since it's been shot to hell, but clean it up, fix the holes well, and I could see giving full price, especially if the person they're selling to needs it.

Anyway, the thing is, my players don't loot corpses. Most of my games are either military, or jedi. Neither really has much need of money. Looting of corpses happens because of necessity, not because of greed.
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PostPosted: Mon Jul 27, 2009 6:11 pm    Post subject: Reply with quote

True taht the rebellion would want it, but remember A) they are always strapped for cash, so would be paying less than the black market, and B) if they are members of the rebel alliance, their gear they grabed could be confiscated by the higher ups for the good of the alliance.
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PostPosted: Wed Jul 29, 2009 3:12 am    Post subject: Reply with quote

I'm more than happy with giving PCs 1/2 list price for blackmarket goods as a base price. It makes sense to me. AND I am equally happy with black marketeers charging PCs way over list price.

However the PCs should, IMMOO, have the chance to reverse this.


Looking for a quick sale they are going to take the best that they are offered and the black marketeers know this. PCs should have every chance to use Bargain, Con, Intimidate, Streetwise to get a better offer. And they CAN walk away from negotiations.

Or they can do what the black marketeers who they buy from do. Get a premises, stock it, take the risk of getting busted and sit on the contraband until someone rocks up who will pay what they want to charge.


MOST players I have played with and run for will take the quick sale at knock down price rather than take the (perceived?) risk of the GM having a squad of frosties TAKE their contraband away or change the game to D6 Store Wars.

BUT most people I have played with get very peeved with any sort of economics rule where the game author or GM has clearly stacked the deck against the PCs and justified it with some blarney about realism.



Yarrrrrr

And if yer being charged too much fer yer new gear then there always be the option o' force and theft yarr
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PostPosted: Wed Jul 29, 2009 5:38 pm    Post subject: Reply with quote

I had one group who did just that. Got tired of paying out what the black market wanted for stuff, so they spent 3 sessions hunting it down and then made a raid. Pity they were not so smart as to cover up who they were OR figure out that the imperals were tailing them. So not only did they get done for owning the contraband, but for stealing it, breaking and entering and armed robbery.
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PostPosted: Wed Jul 29, 2009 7:22 pm    Post subject: Reply with quote

garhkal wrote:
I had one group who did just that. Got tired of paying out what the black market wanted for stuff, so they spent 3 sessions hunting it down and then made a raid. Pity they were not so smart as to cover up who they were OR figure out that the imperals were tailing them. So not only did they get done for owning the contraband, but for stealing it, breaking and entering and armed robbery.

Ah, I had the same happen to me back in '94 or '95. Bunch of noobs thought it was a shoot 'em up with no consequences. They were New Republic operatives with their own arsenal and means to requisition new ones when they were back at base. What they did was raid from the weapons shop at where their space station is. They evaded security and then went on their mission and completed it. Then, they returned to their base happily.

"You're surrounded by 30 New Republic troopers. The lead trooper read you charges of theft and assault. They throw you in the slammer for 2,000,000 years. Get it? Got it? All right. Roll up new characters for next session."
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PostPosted: Mon Aug 31, 2009 12:31 pm    Post subject: Monty Hall or Killer GM Reply with quote

This post and especially raise a lot of good questions. So I am going to throw in my 2 credits for what its worth.

1. Selling on the Black Market - When my PCs go to sell items on the black market they generally only get about 15-20% items cost. I justify this as because you are dealing with someone who knows about local police procedures and may have some on their payroll to assist with searches and the such. That is also why stuff is so much more expensive because BM dealers IMO have to spend a lot of credits making bribes, tying up loose ends, spending it on forgers to make their stuff look legitimate. My players don't complain because "where else are we going to go" they may also get 25% depending on a bargain roll. When they sell things legit they usually get around 30-35% and when they by things used they are usually at aroung 65-75% cost, but as a house rule I do tinker with the stats to reflect a used product. One last note about bying and selling and that is I let the players know once they dice are rolled on one of those checks they are locked into that price and have to pay, if they botch and the number is far less than they expected that just signifies that the other person talked them into it and likewise I will not back out either.

2. About killing players. I don't strive to kill players outright but I won't hesitate doing it. I will remind them about things like CPs that they can add to save their skins but I will not fudge dice to save them. I believe in always saving that 5 cps to add to your resistance roll. If they don't take the warning seriously than they can get what they deserve. I have killed PCs before probably around 7-8 in the 12 years I have been GMing. The game has measures built in to protect them from dying and if they don't take advantage of it, they get what they deserve.

3. About keeping players rich or poor. That kind of depends on the campaign I run, if they are fully behind the rebels then the don't need to carry a bunch of money. If they are freelancers or smugglers than they may have to carry a little more money for emergency ship repairs and such. But they should always remember the old saying about honor amongst theives.
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