From: | Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE> |
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Subject: | Re: contact ratings |
Date: | Wed, 14 Jun 1995 11:21:53 +0200 |
>
> In my game all contacts have 2 ratings: an information (or informally
"contact"
> ) rating which determines the level of info a contact can have, the numbers of
> contacts he/she knows and the general lvl of availbility for rare info the
> contact in question can dig up and; an equipment rating, the capacity or abilit
> y of the contact in question to come across or get a hold of equipment, be it
> BTLs, machine guns or that new wiz cyberdeck.
[more rules deleted]
To much rules for my taste. I think SR has enough rules to ruin a GM's day.
I try to make my contacts reasonable without rolling dice all the time.
What do you do when the characters need a specific piece of equipment, but
the available contacts don't have the right stats to give it to the players?
I think you have to play this depending on the situation and the plot and
not on stats and dice.
bye,
Stefan
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e-mail: struck@****.informatik.uni-bonn.de
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