Author Topic: Campaign "shops"  (Read 17416 times)

Offline MarcoSkoll

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Re: Campaign "shops"
« Reply #30 on: February 06, 2012, 05:56:45 PM »
I would say that if the dust prevents the beam from focusing, then it wouldn't have enough power to vapourise that dust.
Lasers don't need focusing. They're already coherent inside the gas tube (which has to be sealed), and would become less focused (due to beam dispersion) the further from the muzzle you were.

Quote
And if that dust is fine sand, putting a laser beam through it could turn it into glass
Sand becomes glass if it's been melted, not if it's been boiled off into the atmosphere - and given how quickly that would happen, the sand's effect on the overall accuracy of the laser pulse would be trivial.

Worst case scenario, a real world solution would work: Tape over the muzzle. Stops sand getting inside, but absolutely no impediment to a bullet if you need to start shooting (the negligible effect on accuracy would be gone after the first shot). After you're done shooting, reapply tape.
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Offline Kaled

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Re: Campaign "shops"
« Reply #31 on: February 06, 2012, 06:12:49 PM »
Back to money for a moment - are players going to also need to save money for other things necessary to the story of the campaign?  For example, paying a smuggler to sneak them into a heavily guarded township, or bribing a guard to let them into a warehouse prior to the start of the next scenario.

While I can see the appeal of a system of shops and money, I'm not sure it's necessary for Inqusitor which only really focuses on the narrative of the confrontations between warbands (or warband & NPCs).  Such things should be saved for Dark Heresy - in fact there's nothing to stop you playing out your campaign across both systems (and you could even branch out into more systems if you need large scale battles or fleet actions).
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Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #32 on: February 06, 2012, 06:23:23 PM »
It was mainly a system for buying equipment such as ammo and cloths, but I feel it is probably not necessary after this dicussion.

Can we please stop the discussion about lasguns over solid! My planet if famed for it's production of solid shot weapons (simpler to mass produce) and las weapons are expensive here.
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Offline MarcoSkoll

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Re: Campaign "shops"
« Reply #33 on: February 06, 2012, 07:11:12 PM »
Can we please stop the discussion about lasguns over solid!
If we're not allowed to critique the decisions you've made about supply and demand, I'm left wondering exactly what you do expect from us.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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Offline Dolnikan

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Re: Campaign "shops"
« Reply #34 on: February 06, 2012, 07:14:47 PM »
Perhaps he just wanted some input about his trading system, instead of his world and physics.
Circles of the wise My attempt at writing something, please comment on it if you have any advise.

Offline MarcoSkoll

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Re: Campaign "shops"
« Reply #35 on: February 06, 2012, 07:26:04 PM »
I'll leave the weaponry merits discussion alone, but in the case you don't your price list reviewed, posting the entire thing is a) going to make exactly that possible and b) never going to give the right message.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #36 on: February 06, 2012, 08:32:24 PM »
Thanks, I am very busy (lots: english essay, physics test, DM article, 2 RPs, school!)
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Offline Dolnikan

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Re: Campaign "shops"
« Reply #37 on: February 06, 2012, 08:41:56 PM »
I know the problem, there just is too little time in the world, especially with this game also taking up a lot.
Circles of the wise My attempt at writing something, please comment on it if you have any advise.

Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #38 on: February 06, 2012, 08:49:26 PM »
I have a long weekend on thursday/friday/monday, so I will see what I can do then.
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Offline Alyster Wick

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Re: Campaign "shops"
« Reply #39 on: February 07, 2012, 04:39:06 AM »
I'm actually left quite fascinated by what could be done in-game if food or water levels were low. Providing that every warband would automatically have some Dune style suit and/or urine cleanser along with a suitable supply of hyper-dense caloric pills you could assume (for practical purposes) that no one would die of starvation/dehydration (just because no one wants to go that unheroically).

However you could level some fun penalties for folks who decide to forgo purchasing sustenance in favor of ammo. While they are able to sustain their body with the supplies they have on them it would still leave them exhausted, starving and thirsty.

Some quick suggestions, someone suffering from hunger must pass a leadership test or lose an action as they are distracted by their stomach growling and thoughts of food. A dehydrated character treats anything faster than a walk or lifting more than half their encumbrance as a risky action and collapse for d3 turns if they fail. Minor hunger/dehydration could just modify risky action rolls so that you need more 6s than 1s (rather than more than or equal to) in order to cancel out a risky action. You could ad d3 to your injury total each turn if a T test is failed for hunger or thirst. A roll of 96+ could mean you have to roll on the hallucination table. Perhaps you pass at on 100.

Anyway, I just threw out a bunch of random ideas. You could even make a table and roll for a hungry/starving person before the game begins. And that doesn't even get into the fun you could have if an Inquisitor who is force-marching his mutinous staff on low rations runs into a Rogue Trader flush with food (hungry dogs and all that).

Sorry, your post just got me thinking and I went on a tangent.

As far as water being expensive I think it's a perfectly valid idea, just not THAT much more expensive than guns. The act of creating pipelines may be relatively simple and water purification may be rather advanced in the future but that all ignores the human factor which can really screw things up. Let's say that a coastal province controls all access to water. They can easily live in luxury by charging ridiculous prices to their land-locked brethren. Of course those brethren may be on constant digging expeditions in search of hidden water caches in the soil and who knows what else they may dig up...

My whole point with that is you may be able to quash certain aspects of your general idea with science but the corruption of man can easily compensate in making an interesting clash. Honestly that whole idea that I proposed is nothing more than a grim-darkified version of a local political spat going on in my region. Nowhere near as dire (it could go on the list of "first world problems") but I find that political machination make for infinitely more interesting subplots than natural quirks.

Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #40 on: February 07, 2012, 07:07:50 AM »
Thanks, it also gave me the idea for convoy raids etc. as well as meet the BM trader without the other warband gathering evidence!
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Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #41 on: February 07, 2012, 07:24:58 AM »
I also did a small edit to the comodities and liquids:

Commodities
Name   Low quality price   High Quality Price
Camel   750   1500
1L water   25   40
Headgear   10   20
Human Slave   500   1000
Mutant Slave   200   250
Robes   15   30
Tent   50   100
Other liquids (l)
Name   Price ()
Pure water   300
Strachaen camel blood   50
Bluegrass nutrient infused water   50
Greenberry nutrient infused water   65
Food (Kg)
Name   Price ()
Flatbread   10
Strachaen camel steak   15
Orangeberries   90
Rare Game steak (RIV etc.)   5000
Import cuisine (see GM)   (see GM)
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Offline Kaled

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Re: Campaign "shops"
« Reply #42 on: February 07, 2012, 07:42:59 AM »
You could simplify things by having a random events table(s) that players roll on after each game.  Perhaps they fail to fully replenish their ammo, or at all.  Perhaps they are low / desperately low / out of supplies.  Or maybe something good has happened, like they've managed to get a camel or some orangeberries.  Then have rules for how that affects the campaign.  It'd be easier than keeping track of money, and you could have modifiers to the tables based on what players were trying to do - so if they try to find food, they're less likely to find ammo.
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Offline Inquisitor Octavian Lars

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Re: Campaign "shops"
« Reply #43 on: February 07, 2012, 07:53:30 AM »
Sure, I was thinking about using it if a rogue trader came into the equation, but that seems like a good way to work it. Thanks. BTW the DM article is in the pipeline (working on the history)
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Offline MarcoSkoll

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Re: Campaign "shops"
« Reply #44 on: February 07, 2012, 01:29:37 PM »
You could simplify things by having a random events table(s) that players roll on after each game. Then have rules for how that affects the campaign.
This could be more interesting.

At the kind of monetary scales Inquisitors/Rogue Traders/etc operate at, their income would easily stretch to supporting their water/ammo/etc requirements (unless someone's been blatting off heavy bolters full auto or something). Pretend to be an off-planetary noble who's there to negotiate some kind of trade deal ("Yes. Yes, I, I'm looking - to buy some... sand.") and no-one will much question the fact you've got a lot of money, particularly if your bodyguards are big and thuggish enough.

At this point, the problem is really more about finding the stuff you need to buy. And failures would be important to the plot. If one warband fails to find enough water, then perhaps there could be a scenario about their attempts to get more - maybe they're trying to steal it from another warband, maybe another warband is deliberately impeding their attempts to try and force them out of the running through dehydration.

As a question, how will you deal with characters who have their own warp capable craft? They carry months (if not years) of supplies and will have their own on-board armouries, be it for simply for arming the thugs who keep the crew in line/defend against boarding actions, or dedicated personal affairs.
If push came to shove, few of my characters would have objections to shuttling down a couple of giant water drums and a big crate of ammo if they hit a real shortage of supplies...
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

GW's =I= articles