BAWTRM wrote:
Not telling them untill afterwards, I like that.
Another question, this one about supply in your campaign. Have you just completely reduced that to the 'regular damage get's repaired before next mission' and 'gyro/engine hits take another session of repair'?
Or do you actually have something of a stock of sorts? So that players might not have certain weapon replacements, half-empty ammo bins or insufficient armor to patch the holes in their mechs.
This whole supply issue has been something of a nightmare in previous (small) campaigns I ran to be honest.
1) If you liked the not telling them until aftert you may like what I did my last campaign. I asked all the players to tell me which light inner sphere mech from 3067 or earlier they would like to pilot to start the campaign. When they showed up to play, there was a table set up with a bunch of mech to choose from...none of them being the ones they chose. The mechs they picked made of the opposing force for the first mission. If they really wanted that mech they were going to have to salvage it.
2) I've always played the "all your stuff short of major (engine gyro sensor) damage gets repaired by the next mission". I don't have the time to keep track of supplies and such. I'm trying something mew with this one keeping track of Clan Salvage. you can see the deatils in the latest post on the Blog. Pretty much lets players collect 5 parts to get a clan mech. meaning Salvage a Mad Cat Chassis, Engine, Gyro, Head and Weapon Loadout then they will get a Mad Cat added to their Mechbay.
3) I might throw a raid or surprise assault at the players base later in the campaign where they have all the damage from the prior mission. But I will keep it unscripted so I can throw it in right after a really successful mission by the players. But to be honest my players just want to roll dice and could care less about the details like that.