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New player wants a yt-2400 how to handle?
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jarazix
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PostPosted: Tue Sep 13, 2011 11:16 am    Post subject: New player wants a yt-2400 how to handle? Reply with quote

So a new player wants a yt-2400 as opposed to the yt1300 in the template at the back of the tramp freighters book

In that template it gave a yt-1300 ( with 10k in mods ), 4k credits and 40k in debt.

So how would you handle a more expensive ship like the 2400?
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CRMcNeill
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PostPosted: Tue Sep 13, 2011 11:43 am    Post subject: Reply with quote

I would suggest using the Starship Modification rules in Tramp Freighters to see what it would take to modify a YT-1300 so that it was equal in performance to a YT-2400, then add the difference to the amount the character's debt. For instance, if you run the calculations and find that it costs, say, 50,000 credits in modifications to make a YT-1300 perform like a YT-2400, you would then add the 50,000 to the 40,000 credit debt on the original template, so that the character now has a 90,000 credit debt (with suitably increased monthly fees and pressure from the loan shark to pay up).

Also, you could just say "No" and make them work their way up to a YT-2400...
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jarazix
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PostPosted: Tue Sep 13, 2011 1:05 pm    Post subject: Reply with quote

Saying no might be better than straddling them with ridiculous debt.

Do most GM's start characters with stock ships?
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CRMcNeill
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PostPosted: Tue Sep 13, 2011 1:08 pm    Post subject: Reply with quote

jarazix wrote:
Saying no might be better than straddling them with ridiculous debt.

Do most GM's start characters with stock ships?


Depends on the GM and what kind of campaign he is trying to run. There is nothing wrong with giving a character a better class of ship, but in the interests of balance, there need to be added complications that go hand in hand with it.
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Raven Redstar
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PostPosted: Tue Sep 13, 2011 1:36 pm    Post subject: Reply with quote

A used YT-1300 with 10k worth of mods comes to a total of 35,000.
A used YT-2400 with no mods comes to 32,000.

The first problem with a 2400 is that it requires a crew of 2. If the player is going to be playing solo, then he will be at a -10 to all of his piloting rolls unless he hires on an NPC to work as co-pilot.

If you want to balance the ship out. Since it is used, just have some quirks with the ship. Maybe the ship can only access 1D worth of the 2D shields. Or the hull was fixed cheaply and it's only working with 4D hull instead of 5D.

Part of running a tramp ship game is that the ship isn't always running like it just came off the assembly line. Things break down, systems fail. You could increase repair costs on the ship since it is a newer model. Sort of like getting parts to a newer BMW as opposed to a used Ford. Doesn't need to be a huge hike, but maybe something like 2%, which adds up over a long period.
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Guardian_A
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PostPosted: Tue Sep 13, 2011 1:40 pm    Post subject: Reply with quote

I've always made my players make their own characters from scratch. I even let them choose their own gear. Starting credits are usually 2,500 credits, if they take anything beyond that value there will be strings attached.



There are a lot of ways to deal with switching out the ship:

1. Give them the ship, but dont give them all the licenses they need to operate it. As a result, they will need to do a lot of ground work before they can legally make use of it.

2. Give it to them, but impound the ship somewhere so the character has to go to great lengths to obtain it.

3. The character dosnt REALLY own the ship. Make it stolen property.

4. The character owns the ship, but its in TERRIBLE repair. The thing barely works and will require massive repairs before it will be of much use.

5. Make the ship shared property. Another PC or an NPC is 50% owner of the ship. That co-owner may or may not see eye-to-eye with the character.

In the end, its up to you as the GM to decide what is right for the game. If giving the ship to the player is ok with you, then run with it. If you dont want it to be that easy, go with one of the above suggestions or come up with something of your own. If you dont want to give the player the new ship, then dont, but let him know why you came to that decision.
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Bren
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PostPosted: Tue Sep 13, 2011 2:27 pm    Post subject: Re: New player wants a yt-2400 how to handle? Reply with quote

jarazix wrote:
So how would you handle a more expensive ship like the 2400?
Depends on whether I thought the PCs being in a YT-2400 sounded fun (to them and to me as the GM).

If it sounds more fun than a YT-1300 I would probably let them have the bigger ship. If it didn't sound more fun, but didn't seem game breaking, I would just add additional strings (more debt or some of the ideas suggested by others).

One other possibility is a modification of the suggestion that they don't own the ship.
(1) If they are Rebels, the ship is actually owned by the Alliance (like most starfighter pilot's ships actually)
(2) If they are smugglers, the ship is owned by Black Sun, Jabba the Hutt, etc. and they are just the crew.
(3) If they are legitimate freighters, the ship is owned by a shipping company and again they are the crew.
(4) One option is to have the ship's loan in the name of all the PC-Crew who are jointly and severally liable for the debt. The PCs would be partners in partnership or shareholders in limited liability corporation and the partnership or corporation would owe the debt.
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Fallon Kell
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PostPosted: Tue Sep 13, 2011 3:32 pm    Post subject: Reply with quote

As Raven Redstar pointed out, a YT-2400 is not that much more expensive than a YT-1300. You could give it to him used and stock, and actually knock 3,000 credits off the price.
Raven Redstar wrote:
The first problem with a 2400 is that it requires a crew of 2. If the player is going to be playing solo, then he will be at a -10 to all of his piloting rolls unless he hires on an NPC to work as co-pilot.
Or buys a droid/droid brains like Han Solo, probably with that 3,000 credits he saved...
If he decides to go the NPC route, a popular pay rate for ships with small crews is a percentage (probably a fairly large one) of the ship's net profit. This may not fly for very long if, for example, your player is flying for the rebellion and makes little to no money.
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CRMcNeill
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PostPosted: Tue Sep 13, 2011 3:38 pm    Post subject: Reply with quote

There is a recurring character in short stories in the Adventure Journals who has a ship named "Kiera", which has a droid brain of the same name hard wired into all the systems, so there is some precedent for it.
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garhkal
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PostPosted: Tue Sep 13, 2011 10:22 pm    Post subject: Reply with quote

crmcneill wrote:
I would suggest using the Starship Modification rules in Tramp Freighters to see what it would take to modify a YT-1300 so that it was equal in performance to a YT-2400, then add the difference to the amount the character's debt. For instance, if you run the calculations and find that it costs, say, 50,000 credits in modifications to make a YT-1300 perform like a YT-2400, you would then add the 50,000 to the 40,000 credit debt on the original template, so that the character now has a 90,000 credit debt (with suitably increased monthly fees and pressure from the loan shark to pay up).

Also, you could just say "No" and make them work their way up to a YT-2400...


Agreed. Add it to the pc's debt.

Quote:
Depends on the GM and what kind of campaign he is trying to run. There is nothing wrong with giving a character a better class of ship, but in the interests of balance, there need to be added complications that go hand in hand with it.


Yup. With me, even if a template does NOT start with a ship of its own, the pcs can try to use their backstory to have one.. EG a privateer who fled his former pirate group with a small freighter.. Good ship, but is now hunted.
Either that or they like smugglers are in hock to a loan shark/hutt.

Quote:
(3) If they are legitimate freighters, the ship is owned by a shipping company and again they are the crew.


That is one way to do it.. have them working for a freight company where the party is just the operators.. not owners.
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Matthias777
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PostPosted: Wed Sep 14, 2011 12:21 am    Post subject: Reply with quote

Lots of good ideas here. Here's another idea: give him a completely inoperable ship (the thing doesn't even start). This can work out very well if you want to give the character(s) one or more starting adventures before starting the campaign proper, making the first adventure (or first two, or three) centered on just getting the thing running. Not that it wouldn't need tons of work afterward as well, but at least the thing gets off the ground now, right? Smile
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jarazix
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PostPosted: Wed Sep 14, 2011 10:49 am    Post subject: Reply with quote

All great Ideas. I am glad to have found an active SW D6 community!
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CRMcNeill
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PostPosted: Wed Sep 14, 2011 11:35 am    Post subject: Reply with quote

Also, depending on the time period you are running your mission in, the YT-2400 may be brand new, and only available at the New price (which IIRC is in the 130,000 credit range). Your character may want to start with it, the same way I wanted a brand new Mustang when I was in high school. When I told my dad, he smiled and said "Well, there's this thing called a job. If you get one, and work long and hard, you can eventually buy your own brand new Mustang."

And yes, it is very nice to have such an active community for SW D6. And welcome to the Pit, BTW.
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garhkal
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PostPosted: Wed Sep 14, 2011 5:52 pm    Post subject: Reply with quote

I could see the look on the pc's face.

Sure your pc can own a brand spanking new YT.. Just get a job!
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schnarre
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PostPosted: Wed Sep 14, 2011 6:01 pm    Post subject: Reply with quote

Guardian_A wrote:
I've always made my players make their own characters from scratch. I even let them choose their own gear. Starting credits are usually 2,500 credits, if they take anything beyond that value there will be strings attached.



There are a lot of ways to deal with switching out the ship:

1. Give them the ship, but dont give them all the licenses they need to operate it. As a result, they will need to do a lot of ground work before they can legally make use of it.

2. Give it to them, but impound the ship somewhere so the character has to go to great lengths to obtain it.

3. The character dosnt REALLY own the ship. Make it stolen property.

4. The character owns the ship, but its in TERRIBLE repair. The thing barely works and will require massive repairs before it will be of much use.

5. Make the ship shared property. Another PC or an NPC is 50% owner of the ship. That co-owner may or may not see eye-to-eye with the character.

In the end, its up to you as the GM to decide what is right for the game. If giving the ship to the player is ok with you, then run with it. If you dont want it to be that easy, go with one of the above suggestions or come up with something of your own. If you dont want to give the player the new ship, then dont, but let him know why you came to that decision.



...I think is a good listing of options! If all else fails, make the character start off with no ship but have a listing of ships (with/without mods) to draw at random. Whatever the player draws is what they receive--leaving their fate, quite literally, in their own hands so it they draw something like the One Liner from the module Supernova, but you can show better(?) options available from the batch after the drawing, that keeps it fair all around.
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