When I have GMed EP in the past, I have usually done so in a somewhat open social sandbox; the players could easily use the mesh, contact various people, rep got a lot of use, etc.
Now I am considering assembling a short adventure for a convention game of only a few hours, and am going with the more isolated setting of a bunch of out-system salvagers exploring a 'dead' habitat. This is your classic 'haunted house in space' sort of scenario, complete with the broken down car, the downed telephone lines, and lawdy if the storm hasn't made the creek flood so you can't even walk out.
In this circumstance, what is the value of characters having Rep? Or even other social Traits, such as Contact or Patron? What would you consider the best way to compensate a character with these traits? In a convention setting I can just pass out characters that I feel are balanced for what I want to do, but if I package up the adventure in a nice pretty module so others can use it, their gaming groups may want to generate their own characters. I imagine this can't be a new problem! After all, this sort of scenario is sort of a chestnut for EP, and so is Gatecrashing which presents another 'isolated party' situation.
How would you advise a GM to handle that if you were writing the module for use by others?
Perhaps social connectivity of this sort could be used 'in advance'? A set of rolls using rep to procure additional equipment on hand [i]before[/i] entering the [s]dungeon[/s] abandoned space station?
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GMing: Rep in Isolated Scenarios
Fri, 2014-07-25 13:55
#1
GMing: Rep in Isolated Scenarios
[@-rep +0|c-rep +0|f-rep +0|g-rep +0|i-rep +0|r-rep +0|x-rep +0]
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