BALANCING ACT A guide to effective equipment design By Jonathan Hicks The Star Wars Role-Playing Game wouldnt be where it is today without players. Players wouldnt be where they are today without their characters. Characters wouldnt be where they are today without their equipment because, lets face it, walking into a scenario with nothing to hand is usually a no-no. You need the tools of your trade to do your job, and without tools theres not much of a chance of success. Or maybe even survival. So its agreed equipment is a major part of a Star Wars game. Just look at the equipment available in the game and in various sourcebooks and game packs theres whole lists of bits and bobs thatll help the average character get through the day. One of the bonuses of the Star Wars game is that it allows GMs to design all kinds of stuff very easily. Theres always going to be situations where the GM or even the players come up with an idea for a new gadget the problem facing the game is will this gadget make things too easy for them? The last thing you want is for a specialised piece of equipment to ruin the balance of a well-designed scenario or campaign. Having the players run into a situation where the press of a button or a toss of a special grenade gets them out of it in no time at all will not only ruin the pace of the story but it will soon make things dull and unexciting. Twenty Stormtroopers! What shall
we do? Dont worry! Ill use
my never-failing multi-target-repeat-hand blaster to stop them all! Oh. Great. STRIKING THE BALANCE AS A PLAYER Each and every GM and player have their own idea about what would make a handy piece of equipment. You could design a top blaster, or a special security kit, or a fantastic comlink; everyone has their own ideas as to what will help them get through an adventure. Most will have more than one idea. As overall referee of a game, the GM must take into consideration what effects a special piece of kit would do. If theyve designed an incredible security kit that pretty much adds amazing bonuses to a characters roll and gets them into anything, that might be fine for a couple of adventures. But what about later on down the campaign trail, when the story might call for the players to stay out of certain areas or help them get out of tight situations too easily? What the GM and players have to realise is there has to be a balance between what the item is capable of and what its limitations are. For every bonus it gives a character it must have a flaw somewhere, which may make the player loathe to use it or it doesnt work as well in certain situations. This will make the items special but also keep the game in balance so that the characters dont breeze through every situation theyre placed in. For example, lets say that Brian, a regular player in Bobs games, decides that he wants his character to have a special targeting system that wires from his blasters scope to a pair of goggles he wears. Good idea, says Bob, what kind of bonus were you thinking of? Brian: Im thinking of additions to my weapon skill. Bob: Thats fine. You can either have a high addition but it doesnt work well against moving targets, or you can have a lower addition which can only be used with one type of blaster. Brian: Fair enough. Ill go for the higher addition, which is only effective against static targets. What about range?Bob: Low range at no penalties, or high range at lets say Brian: Every time I shoot theres a one in six chance of the system failing? Bob: Sounds good. Itll cost you three times the value of your blaster. Brian: Ill take it. Or: Belinda decides she wants to purchase a special type of medical unit, with modifications specified by her. She sits down with Bob and they go over the details. Belinda: What I want is a medical pack that can be used several times and add bonuses to my medical skills. Bob: No problem. Well say its like any other medpac but can be used six times. It can only be used on certain types of species, mind you. Well say four different kinds, so that will cover the other players and one NPC. Belinda: What about the size of
it? Bob: Itll have to be quite large, like a field pack. Belinda: I was hoping it could be smaller. Bob: Okay how about its the size of a small pack, but because its small and delicate its prone to damage, say, a two in six chance of it being damaged every time you fall or whatever. Belinda: Good. STRIKING THE BALANCE AS A GAMESMASTER Balancing what the characters equipment can and cant do, along with its usefulness in a game and its chances of failure is something best discussed with the players so that you can get an idea of exactly what they want. Of course, you wont be discussing these things with the players all the time what if theres an NPC youre designing who you want to have a specially designed item? The first instinct is to design an item that gives the NPC a bonus and then presents a challenge to the players, and thats fine. A long-range blaster with a great scope, a small tracking device that tracks the players movements, a special grenade that damages organic material and not inorganic these things would make a great challenge. The only thing is, if they use these items the players will be wise to them, which also means that when and if they defeat the NPC, the special item will fall into the hands of the players! The same bonus-drawback balance has to be reached with NPCs as with PCs dont be tempted to simply throw in an extra-special piece of equipment just to make things difficult for the players. It may backfire (so to speak). NEW STUFF This doesnt just apply to modified equipment that exists within the game system. There may be items the players want to create from other sources or from scratch to help their characters out. Brian: I want a wrist unit to shoot a sticky web-like substance so I can swing about like Spidey. Bob: What the ! Dont panic simply figure out how that item will fit into the game system and then apply any rules that you see fit and that the player wont feel cheated on. The pros and cons system still applies so make sure that whatever is designed is, at first, even possible. Brian: I also want some shrug-off-short-range-heavy-blaster-bolts armour. Bob: Dont count on it, bub. And then work out the bonuses and drawbacks. Bob: Okay, the wrist unit can shoot a long stream of synthetic liquid, like a synthrope but more elastic, up to a range of fifty meters, and can lift up to five hundred pounds. Brian: Sounds good. Bob: But it dissolves in water, so itll be useless in rain. Itll cost double the cost of a normal synthrope and launcher. Brian: Thats fine. So, as long as you remember what equipment you give out must balance with both its performance and the game you have designed then you shouldnt have any problems. There will be times in a game when an item will save the day this is unavoidable and, lets face it, its probably what the item was designed for. Here are a few examples for pieces of equipment you may want in your game: Blaster Extra damage, offset by
lowered range or accuracy. Comlink Longer range of
communication, but useless in certain atmospheric conditions. Medpac Bonuses to medical skill,
but only good for certain species. Body armour Bonuses on
protection, but inhibits movement. Bugging device Small and able to
follow target anywhere, but prone to damage from even the slightest source. Security Kit Bonuses to any
skill involving breaking in, but offset by the fact that it can only be used on certain
types of mechanisms. Extra fast jetpack Bonuses to
speed but less manoeuvrability or longevity. Macrobinoculars Can see in most
spectrums but is easily distorted by interference. |