Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class of the asset is?
Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class…
Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class…
That’s correct. Note the limitation on the 10-12 result; the seller has to be well-disposed towards the deal, which will usually be harder for Class 2 than it is for Class 1 assets unless the market is predisposed to that kind of Asset.
(A high-population, well-educated/profession-driven world will have an abundance of Class 2 Crew, for example, and that would be the best place to go recruiting)
Class 3 Assets are still “Faction only”, and outside of a skill, it’s unlikely the average character will get their hands on one through normal Acquisition (they can use Acquisition to rent/borrow a Class 3 Asset from a Faction, however)
I find Acquisition to be a hard move to grok. Even now, Sean Gomes has said some things I was completely unaware of. Class 3 assets being “Faction only” is a thing that isn’t clear.
Sean, I think you could do with a whole mini supplement about trade!
Aaron Griffin Yeah don’t remember reading the thing about faction only either 😛
Page 110, when discussing Asset Classes (“Class 3 are exceptionally rare, almost never available for sale, and guarded jealously. They represent the height of quality, and are owned by Factions and a few individuals.”)
That said: Yes, I need to spend more time re-working trade and economics. I’m adding it to my list.
In my mind though, all of this could arguably be abstracted the same way UW does with, well, mostly everything (which is a GOOD thing imho).
It could be integrated into the Acquisition move, for example. A bad roll would represent the item being hard to acquire because of X (the type of market, faction restrictions, local laws, etc). A 10+ would represent the character using contacts, pulling strings, circumnavigating bureaucratic mazes in order to get their hand on the asset they need.
To me, restricting the class of asset you can get feels a bit like a GM that doesn’t want to give you the thing you want just for fear of unbalancing the game (which I don’t think it’s something that actually matters in pbta games).
I’d prefer if the dice decide if an asset can be acquired, or tell me what I need to do to get it (on a 9-)
Aaron Griffin I’m currently noodling around with some ideas for a small “Wild Jumps”-style supplement on trade ATM. Though focusing on cargos rather than assets.
James English
Just fiddling around of what it might look like in my head:
ACQUISITION (+Cargo)
When you demand important services or assets from a
market able to supply those demands, Roll+0. If you offer a
cargo unit as part of the deal, Roll+ that cargo’s Class.
* On a 13+, you get what you asked for.
* On a 10-12, choose 1.
* On a 7-9, choose 1 and the GM chooses 1.
■ You have to acquire through black market
■ You need to acquire the proper papers first
■ It will take time for the asset to be delivered
■ You have to settle for a lesser asset
■ You need to offer a cargo of 1 class higher (min. Class 1)
■ You need to call in a Favor