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Sci-Fi Treasure?

Started by HinterWelt, March 03, 2007, 05:49:30 PM

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HinterWelt

Quote from: Hastur T. FannonSomething else I haven't seen anyone else mention: training
See, that is a tough one. The only way I can see this working is if you make it a rare commodity. For instance, you cannot advance/spend XP/whatever without finding your "Master". That just strikes me as a bit too fantasy for my Sci-Fi but I will concede that it would work for Jedis and the like.

Now, I have had success with providing training manuals (which kind of falls into  the information as treasure) that allowed taking skills in ancient or lost technology. That seemed to go over well but you have to watch not to over do it since players (at least the ones I have played with) seem to resent it after a while.

Bill
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Nazgul

HinterWelt what system are you planning on running or is this just a general sci-fi thread? Rewards(treasure) don't have to be physical things.

Lets see, a few more. Contacts, people with information, or that buy/sell odd/rare things. A contact can be a bribeable official/judge/cop or  a bureaucrat that has an exploitable weakness(likes contraband cigars/brandy/movies).
These people can get information or do things for the right price. If treated well enough, they could even pass along warning/weird news/odd things for 'free'.

Knowledge of a safe route through a dangerous area, one that would other wise take 4-10 times as long to go around.

Granted safe haven at a hidden/remote space station/landing field/complex. Depending on game type and scope, this could prove to be invaluable.

Government issued licenses for things (as a reward from an official who couldn't/can't afford to any other way). Normally these licenses take forever to get, require large bribe and people who have a lot of pull. e.g. Rouge Trader charters in Warhammer 40k. Travel permits, weapons licenses (both personal and ship classes). Trade licenses, for items that require special permits(xeno item, dangerous substances, drugs that can be abuses but have medical uses). In short any license that allows the PCs to do freely what they were forced to sneak around and do or considered too risky.
Abyssal Maw:

I mean jesus. It's a DUNGEON. You're supposed to walk in there like you own the place, busting down doors and pushing over sarcophagi lids and stuff. If anyone dares step up, you set off fireballs.

Zachary The First

Now that's a good one.  A way around the Imperial red tape to get a license, permit, pardon, whatever, can be invaluable...letters of marque?  Good stuff, too.
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HinterWelt

Quote from: NazgulHinterWelt what system are you planning on running or is this just a general sci-fi thread? Rewards(treasure) don't have to be physical things.

Lets see, a few more. Contacts, people with information, or that buy/sell odd/rare things. A contact can be a bribeable official/judge/cop or  a bureaucrat that has an exploitable weakness(likes contraband cigars/brandy/movies).
These people can get information or do things for the right price. If treated well enough, they could even pass along warning/weird news/odd things for 'free'.

Knowledge of a safe route through a dangerous area, one that would other wise take 4-10 times as long to go around.

Granted safe haven at a hidden/remote space station/landing field/complex. Depending on game type and scope, this could prove to be invaluable.

Government issued licenses for things (as a reward from an official who couldn't/can't afford to any other way). Normally these licenses take forever to get, require large bribe and people who have a lot of pull. e.g. Rouge Trader charters in Warhammer 40k. Travel permits, weapons licenses (both personal and ship classes). Trade licenses, for items that require special permits(xeno item, dangerous substances, drugs that can be abuses but have medical uses). In short any license that allows the PCs to do freely what they were forced to sneak around and do or considered too risky.
Not so much planning as currently writing. I am writing a supplement for Nebuleon SFRPG and it struck me that some sci-fi games do not emphasize treasure in the traditional sense of wealth. You tend to get (and I think this thread shows it also) things that are useful on a personal level to you character. I mean, yes, wealth is also useful but a lot of the things sited are boom-boom, armor or tecno-gadget. I am not trying to say this is bad, just wondering if this is inherent to the genre.

As to what you say about permits and contacts, good ideas but a lot more difficult to introduce. Not saying impossible, but it is not like a fantasy setting where you can pick up a letter of transit and fake being the owner. Advanced identification could make this the equivalent of a cursed back biter javelin.

Still, it is more the out-of-the-box kind of thing I was thinking of. I have used such mechanisms in the past but usually as a reward. The difference, to me, is that rewards are issued as payment/rewards for a mission accomplished where treasure is more the type of thing gained on the adventure.

Good stuff guys!

Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Nazgul

Quote from: HinterWeltNot so much planning as currently writing. I am writing a supplement for Nebuleon SFRPG and it struck me that some sci-fi games do not emphasize treasure in the traditional sense of wealth. You tend to get (and I think this thread shows it also) things that are useful on a personal level to you character. I mean, yes, wealth is also useful but a lot of the things sited are boom-boom, armor or tecno-gadget. I am not trying to say this is bad, just wondering if this is inherent to the genre.

Well it realy depends on which sci-fi game you are playing. If you're playing Star Trek Cool xeno stuff you find, you turn over to the Federation for the benefit of all. In Serenity You're thrilled to swipe a few pallets of food and some spare parts.

So it all realy depends on whether or not the game is focus around the players belonging to an 'official organization' or not. I you work for a government/corporation or the like, you have rules and regulations about things  'found on missions'.

If your more of the 'freebooter' type, thing you find are most likely the only way to get certain things. You might buy fuel and food, but you'll only get your hands on military gear by finding it.

So help me help you by you telling us the relative tech levels in the game and how it's focused(pcs in a gov/military/corp or private traders/mercs/rouges). Due to the wide variance in  tech levels we need some ground rules to go on.

What's valuable in one setting is total junk in another.


QuoteAs to what you say about permits and contacts, good ideas but a lot more difficult to introduce. Not saying impossible, but it is not like a fantasy setting where you can pick up a letter of transit and fake being the owner. Advanced identification could make this the equivalent of a cursed back biter javelin.

I didn't mean "You find permit for X on the ground" But more of, "The greatful official rewards you with Permit X" But with out the official having sent the PCs out in the first place. More of a 'Official A heard what the PCs did and wants to reward them' type of thing.

Not all 'treasure' is in the form of a Hackmaster +12 and 10,000 GP. 'Treasure' is (to me) anything that helps the PCs along, helps the survive and 'upgrades' them. So a permit or contact in a Sci-fi setting can be the equivalent finding a Ring of WaterwalkingIt's not fantasy style treasure, cause it's not a fantasy setting. It also doesn't have to be found in a chest.

Cargo container maybe, but not a chest.

QuoteStill, it is more the out-of-the-box kind of thing I was thinking of. I have used such mechanisms in the past but usually as a reward. The difference, to me, is that rewards are issued as payment/rewards for a mission accomplished where treasure is more the type of thing gained on the adventure.

True, but these things are just as valuable as anything else. What good is a million credits, if you can only buy civilian stuff? They don't have to be "Do this and I'll give you a Permit/set up contact X as payment." It can happen when they 'do the right thing' with no expectation of reward.

Perhaps those people they just rescued have some one close to them that gives out the unexpected reward. "You saved my cousin, so I'm grateful. I work as a dockmaster on station X, if you ever need a favor there, call me."

Favors from powerful people are just as good. Call it Shears of Red Tape Cutting +12 if that makes it feel more like 'treasure'.

I love thinking up stuff like this, I'll post more as they come to mind.
Abyssal Maw:

I mean jesus. It's a DUNGEON. You're supposed to walk in there like you own the place, busting down doors and pushing over sarcophagi lids and stuff. If anyone dares step up, you set off fireballs.

Dominus Nox

Quote from: Zachary The FirstNow that's a good one.  A way around the Imperial red tape to get a license, permit, pardon, whatever, can be invaluable...letters of marque?  Good stuff, too.
Letters of marque are standard issue in Spacemaster: Privateers.
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