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Game Design - Technoshock
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<blockquote data-quote="Byrons_Ghost" data-source="post: 3446242" data-attributes="member: 7396"><p>How about tying it to in-game events instead? I was initially thinking about annual trade shows, like CESS, where the new tech comes out. They could be monthly instead of annually, maybe for 3-4 tech types instead of the whole of technology. Once the show occurs, everything the PCs have is considered to downgrade a step (cutting edge to maintream, mainstream to old, etc).</p><p></p><p>Is there any kind of campaign model on how often adventures should occur? If you're using the traditional Cyberpunk "quick misson followed by days or weeks downtime" method, it could be assumed that the characters spend a great deal of their downtime keeping their skills and tech current (this wouldn't be as large a commitment as it sounds, assuming that the whole point of being in a newTribe is that you live, breath, and work your chosen tech at all times).</p><p></p><p>When the mission starts, then the clock begins- if more than a week or so passes, then the PC's gear is starting to get obsolete, and they're coming up against foes who have fresher stuff that can trounce them. You might even want to do some sort of gearing-up rules, like Spycraft, so that the PCs can get some latitude in the beginning with their gear, choosing what they'd like to have cutting edge and what they feel they can get away with being outdated.</p><p></p><p>One final thought- if the difference between tech really is a matter of weeks instead of months, then corporate technical development would almost take a backseat to customer service, in terms of making sure that one's customers are trained, up-to-date, and aware of the latest tech offerings so that they can spend money on your products. In a world moving this fast, tech companies would almost have to manage upgrades and new releases for their customer bases, both as a way of keeing the product flowing and as a way of keeping their customers from going to other companies. If you're having to relearn your tech skills every month anyway, then there's not much incentive to stick with the brand you know.</p><p></p><p>So, I can see companies having individual licenses for people that keeps their tech and training updated, rather like leasing a car instead of buying one. PCs could aquire licenses as advantages/feats/whatever, and then just assume that they're always in the know. Make it something costly, so that they can't afford to do it across the board, and have to pick and choose what to focus on. The people with the licenses will always be ahead of the people without, and will form their own little cult-ish inner circles, seperate from the tribes, that are dedicated to the brands or platforms that they stick with (see: Apple, Nintendo, etc).</p><p></p><p>I really think a temporary gearing system, a la Spycraft, would be the way to go. If things are changing this quickly then tracking objects between missions is just going to be too much overhead.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 3446242, member: 7396"] How about tying it to in-game events instead? I was initially thinking about annual trade shows, like CESS, where the new tech comes out. They could be monthly instead of annually, maybe for 3-4 tech types instead of the whole of technology. Once the show occurs, everything the PCs have is considered to downgrade a step (cutting edge to maintream, mainstream to old, etc). Is there any kind of campaign model on how often adventures should occur? If you're using the traditional Cyberpunk "quick misson followed by days or weeks downtime" method, it could be assumed that the characters spend a great deal of their downtime keeping their skills and tech current (this wouldn't be as large a commitment as it sounds, assuming that the whole point of being in a newTribe is that you live, breath, and work your chosen tech at all times). When the mission starts, then the clock begins- if more than a week or so passes, then the PC's gear is starting to get obsolete, and they're coming up against foes who have fresher stuff that can trounce them. You might even want to do some sort of gearing-up rules, like Spycraft, so that the PCs can get some latitude in the beginning with their gear, choosing what they'd like to have cutting edge and what they feel they can get away with being outdated. One final thought- if the difference between tech really is a matter of weeks instead of months, then corporate technical development would almost take a backseat to customer service, in terms of making sure that one's customers are trained, up-to-date, and aware of the latest tech offerings so that they can spend money on your products. In a world moving this fast, tech companies would almost have to manage upgrades and new releases for their customer bases, both as a way of keeing the product flowing and as a way of keeping their customers from going to other companies. If you're having to relearn your tech skills every month anyway, then there's not much incentive to stick with the brand you know. So, I can see companies having individual licenses for people that keeps their tech and training updated, rather like leasing a car instead of buying one. PCs could aquire licenses as advantages/feats/whatever, and then just assume that they're always in the know. Make it something costly, so that they can't afford to do it across the board, and have to pick and choose what to focus on. The people with the licenses will always be ahead of the people without, and will form their own little cult-ish inner circles, seperate from the tribes, that are dedicated to the brands or platforms that they stick with (see: Apple, Nintendo, etc). I really think a temporary gearing system, a la Spycraft, would be the way to go. If things are changing this quickly then tracking objects between missions is just going to be too much overhead. [/QUOTE]
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