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How do you manage GPs and MPs over long campaigns?

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Dany40 Dany40's picture
How do you manage GPs and MPs over long campaigns?
Hello ! I wonder about the notions of GP and MP in the long term. The rule indicates for example that a character can use his resources to add GPs, and that otherwise he will still have 2 GPs per week. I don't understand why these 2 free GPs. More generally, do these new equipment rules allow your players to heavily modify their Morphs as in V1? The purpose of V2 was to limit that, right?
Eclipse Phase french fan and Gamemaster until 2014
DivineWrath DivineWrath's picture
Second edition has certainly
Second edition has certainly reduced the amount of gear you get. I worry sometimes that it isn't enough. In first edition, you could spend up to 100 points on credits, and another 100 on morphs. Some of the gear you could get was worth 1 point of credit or even 1/4 a point of credit. This meant that a player could have over 400 items! (1 point was worth 1000 credits, and low priced items are worth 250 cr). There was little doubt that you could get everything you need, including software and blueprints. In second edition, you get 20 points for gear (you get 2 gear packs worth 10 points). Gear costs ranged from 1 to 3 points. With the right traits and rep, you can get more gear points, but your budget is going to be tight regardless. Something I worry about is how are players going to collect blueprints and software. Do you have to pay gp every mission to get exploits or sniffer software?
Dany40 Dany40's picture
DivineWrath wrote:Something I
DivineWrath wrote:
Something I worry about is how are players going to collect blueprints and software. Do you have to pay gp every mission to get exploits or sniffer software?
Exacty what I was talking about !!
Eclipse Phase french fan and Gamemaster until 2014
Maudova Maudova's picture
2 GP isn’t much, most players
2 GP isn’t much, most players are going to use meds, or Klar, or maybe MRDR. You don’t get an unlimited amount of those, unless you’re buying the blueprint. On top of that, steady gain in gear is a pretty standard for an RPG, so what’s to worry about. Additionally, not all GP is purchasing new gear, sometimes it’s enhancements like higher grade versions of what you already have to gain that equipment bonus of +10 or +20. These things won’t necessarily accumulate either, needle casting to another habitat/planet, organic damage/sleeve death, leaves all that behind anyways. Overall, gear isn't much of an issue.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
steelangeljohn steelangeljohn's picture
Also...
Also they can acquire as much gear as they want, but then the moment they get Farcast over to Noctis-Qianjao or Eris, they're gonna have to leave it all behind. Sure, they'll have the blueprints, but that assumes that the mission can just hang around and wait for five days for the party to print out their seventeen submachine guns or whatever.
Dany40 Dany40's picture
On a campaign, I would tend
On a campaign, I would tend to understand p312 that we give: 1) the "stock" provided for the creation of characters (the 2 packs) 2) The stock of GP of "missions" representing the employer's contribution... 20 GP in a traditional way, but still 10 GP if the players work freelance (represents what they were able to gather during their departure preparations without impacting Resources and networks). 3) obtain more through the ressource trait or a Rep expenditure (always at the time of preparation) Once in mission, the rep is the only available source of material.... Then between two missions, we consider that we can start accumulating 2 GPs per week (or the contribution of the Resource Trait) if I am correct in what is said on p238. Is that correct??? .....
Eclipse Phase french fan and Gamemaster until 2014
Maudova Maudova's picture
Dany40 wrote:On a campaign, I
Dany40 wrote:
On a campaign, I would tend to understand p312 that we give: 1) the "stock" provided for the creation of characters (the 2 packs) 2) The stock of GP of "missions" representing the employer's contribution... 20 GP in a traditional way, but still 10 GP if the players work freelance (represents what they were able to gather during their departure preparations without impacting Resources and networks). 3) obtain more through the ressource trait or a Rep expenditure (always at the time of preparation) Once in mission, the rep is the only available source of material.... Then between two missions, we consider that we can start accumulating 2 GPs per week (or the contribution of the Resource Trait) if I am correct in what is said on p238. Is that correct??? .....
Close but not quite. The Resources trait grants additional GP (1, 3, and 5) for gear per week as per the Resource Traits description. That is, assuming the character is in an anachro-capitalist or capitalist economy (inner system or extropian polity). Also Rep for GP only works in gift or anachro-capitalist economies (outer system or extropian).
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
ICU2 ICU2's picture
Are you sure? I thought that
Are you sure? I thought that Rep for GP could be used anywhere if the Rep is the right one, so a high c-rep can get you favors or gear on Venus or (most of) Mars.
Maudova Maudova's picture
ICU2 wrote:Are you sure? I
ICU2 wrote:
Are you sure? I thought that Rep for GP could be used anywhere if the Rep is the right one, so a high c-rep can get you favors or gear on Venus or (most of) Mars.
Pg. 308 Acquire/Unload Goods Social networks are a good way to find items that you can’t buy legally or make at home. In outer system autonomist areas, they are the medium for gaining access to a habitat’s community resources. Follow the rules for Acquiring Gear ▶312 when using your rep this way. Pg. 312 Use Rep: Succeed in a Rep Test and use an appropriate favor. The favor is Minor for Minor complexity items, Moderate for Moderate items, and Major for Major items (Networking ▶308). Further reading of Rep indicates only material goods are limited this way. Favors like acquiring information or services is perfectly acceptable. You can’t double stack a A major favor and resources 3 to get 8 GP worth of gear in a given week. That’s a silly abuse of the rules. Sure you could get around this by forking to an Autonomoust hab to get software while in a capitalist polity, and then sending the software to yourself but that also requires transmission times and maybe a black market needle cast to get by capitalist software blocks on the obviously pirated now open source software. You can game it, but by design you shouldn’t be able to pull 8-10 GP of gear in a given week easily. The exception of course is Extropian habs. Money and favors abound there. But considering you’ve got to contract/pay for everything including air, water, and protection from everyone else, I think it evens out.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
ICU2 ICU2's picture
You're reading the second
You're reading the second sentence as limiting the first sentence. I don't read it that way; I see it as clarifying what happens in autonomist areas. In traditional economies, trading favors for goods is a long-established practice but it comes from individuals, not from community resources. And yes, you absolutely should be able to tap both Resources and Rep to get things in a week. It's good to be connected or rich, but better to be both.
Maudova Maudova's picture
ICU2 wrote:You're reading the
ICU2 wrote:
You're reading the second sentence as limiting the first sentence. I don't read it that way; I see it as clarifying what happens in autonomist areas. In traditional economies, trading favors for goods is a long-established practice but it comes from individuals, not from community resources. And yes, you absolutely should be able to tap both Resources and Rep to get things in a week. It's good to be connected or rich, but better to be both.
Edit: Received Clarification from Patreon Q&A and it looks like I was partly wrong! :)
Quote:
Resources and Rep are not meant to be mutually exclusive in quite that way. Resources works in market-economy habs, because people use credits there. In a gift economy hab, credits are mostly worthless, so they won't get you far. Rep, however, is largely dependent on the pull of that particular rep network in that hab. If you are in a Consortium market economy hab, for example, you could use your c-rep instead of credits to acquire gear -- it's the equivalent of borrowing/trading favors from friends and friends-of-friends. In that same Consortium hab, your a-rep is likely to be useless, unless there happens to be a significant autonomist presence of some kind (say, Barsoomians, or some underground anarchist cells). R-rep will be dependent on the scientific community, x-rep on the gatecrashing scene, f-rep on socialites and media, and so on.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.