Three players, a Decker, Diplomat, and Pilot in the campaign starting this Sunday. The Decker has been a pain, due to wanting lots of Allies and some odd choices. I had hoped to have listed a good amount of programs to help everyone do their jobs, and the ships crew fully fleshed out.
However, the work on Allies should be useful for the rest of the campaign and might even make a writing project down the line.
GURPS Template Toolkit: 3 Starship Crew helped me flesh out some of the crew, though wildcard skills covered the Medic and Engineer already.
What was the deal with Allies you ask? The player wants to be what was in Shadowrun a Decker and a Rigger and wants allies to control various drones, robots, an arm, and to help with hacking. The idea being that a TL10 computer can be small or tiny and still handle a decent Complexity level which determines IQ. He feels its better to have multiple AI on a drone, each assigned to one task rather than one smarter AI with more points in skills. Given how Ally and Ally Group works, its a fair idea. Though Allies are one of the most abuseable advantages in GURPS.
This resulted in a lot of the last two weeks being spent on robot and AI templates and rules. We shall see how it works, anticipate some changes needed.
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