Showing posts with label Abstract Wealth. Show all posts
Showing posts with label Abstract Wealth. Show all posts

Wednesday, July 3, 2019

Abstract Wealth in Psi-Wars - Wisdom of the Pyramids

So, recently I touched on Gear in GURPS, wherein I discussed my thoughts on how genre and gear interact.  This matters because Psi-Wars is a different sort of genre than what GURPS, by default, handles well with its gear.  This isn't a problem.  One of the reasons we build campaign frameworks is to adjust the rules of the game to better support our genre.  This is why GURPS is generic and universal because it offers support for a variety of play-styles, but we need to highlight what those differences are.

Psi-Wars emphasizes social status and wealth. Like many Space Opera settings, it revels in the travails of the poor and emphasizes the grandeur of the wealthy.  It has a positively feudal wealth disparity!  Thus wealth should matter.  However, it tends to matter narratively.  Both sorts of characters have interesting story hooks that arise from their position.  The wealthy often don't have to deal with things that poor characters do need to deal with (such as where their next meal is coming from, or how to afford a gift for that girl whose eye you want to catch), but these problems can usually be overcome with clever gameplay or good skills.  Skill, broadly, should matter more than wealth: yes, the wealthy can access better gear than the poor, but not so much better that they can "pay to win:" a knight can be defeated by a farmer with a staff, so to speak.  The differences in station tend to also manifest superficially and symbolically: the poor can expect to look "more street" than the rich while the rich can expect to look "classy," and both can expect rough treatment in the world of the other, but both can contribute to a group.

Psi-Wars allows characters to access cool stuff regardless of wealth level, and the coolest stuff tends to a character signature.  Almost everyone who wants one has a spaceship, and the space knight always has his force sword and, if appropriate, his armor.  Soldiers have whatever weaponry they've been issued, and even the most poverty-stricken, indebted smuggler has a totally sweet gun.  Characters often pursue ancient relics, and those who make regular use of them tend to be drawn into their symbolism.  Characters do not "trade up" with such gear: the character with his grandfather's Valiant starfighter doesn't "upgrade" to a Valiant 2.0 at the first opportunity, nor does the space knight go through a selection of force swords at every space port to see if he can find one better than the one currently equipped.

Psi-Wars doesn't really care about gear beyond this; player characters generally have what they need unless the narrative requires otherwise. Gear in Psi-Wars is largely about what your character looks like and their niche in the story.  A poverty-stricken space knight has a force sword and never upgrades it, and has a particular look (say, a rough jacket and boots and a low-slung belt over a simple battleweave garment) and needs to deal with hassles from richer space knights who look down on him for his lack of "proper breeding."  If it comes to checking to see if characters have rations or if they have proper lockpicks, then the GM shouldn't demand to know what the player characters have on their sheets.  Saying something like "I'm sure I have something like that in my utility belt" should be enough, unless the scenario calls for deprivation ("You're stuck in a dying space station with no food and only the air you have in your vacc suit").  At the same time, this shouldn't allow players to have infinite gear: after all, being poor should have some sort of consequence!

Does GURPS have the tools to handle this? Yes it does!  But most of it is in various Pyramid Articles.

Related Posts Plugin for WordPress, Blogger...