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BALANCING ACT A guide to effective
equipment design By Jonathan Hicks The Star
Wars Role-Playing Game wouldn’t be where it is today without players.
Players wouldn’t be where they are today without their characters. Characters
wouldn’t be where they are today without their equipment because, let’s 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 there’s not much of
a chance of success. Or maybe even survival. So it’s 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 – there’s whole lists of bits and bobs that’ll help the average
character get through the day. One of the bonuses of the Star Wars game is that it allows
GM’s to design all kinds of stuff very easily. There’s 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?’ ‘Don’t worry! I’ll
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
they’ve designed an incredible security kit that pretty much adds amazing
bonuses to a character’s 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 doesn’t work as well in certain situations. This will
make the items special but also keep the game in balance so that the
characters don’t breeze through every situation they’re placed in. For example, let’s say that Brian, a regular
player in Bob’s games, decides that he wants his character to have a special
targeting system that wires from his blaster’s scope to a pair of goggles he
wears. ‘Good
idea,’ says Bob, ‘what kind
of bonus were you thinking of?’ Brian: ‘I’m thinking of additions to my weapon skill.’ Bob: ‘That’s
fine. You can either have a high addition but it doesn’t 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. I’ll 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… let’s say…’
Brian: ‘Every time I shoot there’s a one in six chance of the system
failing?’ Bob: ‘Sounds
good. It’ll cost you three times the value of your blaster.’ Brian: ‘I’ll 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. We’ll say it’s like any other medpac but can be used six times. It
can only be used on certain types of species, mind you. We’ll say four
different kinds, so that will cover the other players and one NPC.’ Belinda: ‘What about the size of it?’ Bob: ‘It’ll
have to be quite large, like a field pack.’ Belinda: ‘I was hoping it could be smaller.’ Bob: ‘Okay…
how about it’s the size of a small pack, but because it’s small and delicate
it’s 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 character’s equipment can and can’t do, along
with it’s usefulness in a game and it’s 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 won’t be discussing these
things with the players all the time – what if there’s an NPC you’re
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
that’s 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 NPC’s as with PC’s – don’t 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 doesn’t 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…!’ Don’t 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 won’t feel cheated on. The pro’s and con’s 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: ‘Don’t
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 it’ll be useless in rain. It’ll cost double the
cost of a normal synthrope and launcher.’ Brian: ‘That’s fine.’ So, as long as you remember what equipment
you give out must balance with both it’s performance
and the game you have designed then you shouldn’t have any problems. There
will be times in a game when an item will save the day – this is unavoidable
and, let’s face it, it’s 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. |