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3 years ago ::
Oct 29, 2010 - 11:17AM
#11
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Date Joined:
Jun 16, 2008
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OK, rationale behind a player-owned Omega Tech deck: The character has been collecting things for some time and the result is his mundane junk and his Omega Tech. That's all there is to it. NEW stuff, I believe, should still be drawn from the DM deck, but the stuff the character has on him when the game begins is the player's Omega Tech deck. I think that fixes it. Though in my campaign, characters start out as enslaved gladiators so there won't be an Omega Tech deck to have.
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3 years ago ::
Oct 29, 2010 - 11:22AM
#12
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Date Joined:
Sep 26, 2001
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Why not? Roleplaying games are exercises in collaborative storytelling. In roleplaying games (as in all stories), if an item is worthy of note, it should contribute to the story in ways that are meaningful - and because it's a cooperative effort, it should be meaningful for both player and DM.
Actually, I have no problem with a narrative aproach. If Omega tech had been presented that way, it probably wouldn't have turned me off. But, really, a narrativist take would clash pretty badly with the extreme randomness of GW7th, the player controls nothing about his character except name, gender, whether to use a sheild (because, really, your stats make the light/heavy decision for you, so 1-/2-handed is what's left) and what it all looks like. That he should for some reason control what super-tech gear he might find is profoundly inconsistent with that.
Though it's amusing that the CCG aspect, which is often explained as meant to increase randomness can actually greatly decrease it when used that way - small player decks with many duplicates minimize randomness.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 29, 2010 - 11:48AM
#13
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I was actually going to mention that, as I was amused by it too.
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3 years ago ::
Oct 29, 2010 - 12:25PM
#14
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Date Joined:
Jun 15, 2004
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what do you do with the cards when you salvage an Omega Tech item?
I have the player put a paper clip on the card.
it makes no sense that the odds of finding a similar item is reduced just because you chose to salvage it instead of tossing it away. I don't view that as a concern (indeed I view it more as a positive feature).
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3 years ago ::
Nov 03, 2010 - 11:51AM
#15
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Date Joined:
Apr 17, 2008
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The latest version of my character sheet (the foldable, 2-sided "portfolio" sheet) has spaces specifically for writing in salvaged tech, so you can record the game stats and then return the card to the deck.
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3 years ago ::
Nov 03, 2010 - 3:37PM
#16
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Date Joined:
Jun 20, 2005
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Mind you that there's still a chance that the player will have to draw from the DM deck when Omega tech is found. So they aren't always pulling from a stacked deck of their own design.
That said, our approach has been to document the salvaged item and its features/attacks and then return the card at the end of the session.
The excuses for repeatedly finding tech of certain type are numerous and varied and I've seen and heard plenty of good ones.
We've generally stuck with 'familiarity' as our group excuse: If you know what an Energy Mace or The Patch looks like and you know how useful and valuable they are, you're going to be on the look out for more of those same items. With an eye for picking those out, you'll tend to notice them more often than other things in a pile of junk.
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3 years ago ::
Nov 04, 2010 - 8:19AM
#17
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Date Joined:
Aug 22, 2007
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I think you right the salvage item's details on the character sheet, then return the card to the deck.
I plan to play it RAW if and when my players have the cards to make thier own decks. building your own deck is one of the few areas a player can define the pc mechanically.
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3 years ago ::
Nov 08, 2010 - 1:17PM
#18
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Date Joined:
Mar 26, 2010
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One nice thing I notice, only 6 of the 40 GM Omega Tech cards are salvageable. I think this is where the collectability of the game comes into play. I woul say after you salvage something that card does not go back into your deck until you discard it for a better card of the same slot. It also indicates a deck building strategy of "as soon as you hit a level where there is salvageable tech make a deck with those in it first, then after gearing out all the slots you can at that level, return to your regularly scheduled deck of destruction and healing."
So for example at level 1, my player deck would be full of killing things dead gear and healing. As soon as I hit level 2 I would stack my deck with Level 2 salvage that matched my abilities, then as soon as I filled my slots, my next extended rest or long break would be to go back to death and healing until I got to level 4 for more and better salvage and again at 6 and so forth.
(Edit to correct my statement of None of the 40 to be 6 of the 40).
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3 years ago ::
Nov 08, 2010 - 1:23PM
#19
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Date Joined:
Jun 16, 2008
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I plan on printing up business card salvaged tech stuff. Just to make it easier to keep track of things. The original card goes back in the deck.
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3 years ago ::
Nov 08, 2010 - 1:23PM
#20
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One nice thing I notice, none of the 40 GM Omega Tech cards are salvageable.
Uhhh, yeah they are. In fact a whole heap of them are...
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