Players Are Stockpiling Omega Tech

Post/Author/DateTimePost
#1

rhenry69

Feb 21, 2011 13:44:08
In my Gamma World game, the characters are not using a lot of Omega Tech. Instead, they find their powers are often better than using the Omega Tech. As a result, the players have stacks of five or more pieces of Omega Tech that they are carrying around.

The problem is that the players are now 4th level. They now have 2 Novice Powers, 1 Utility Power, 2 Basic Melees, 1 Basic Ranged, 2 Alpha Mutations, and on average 4 Omega Tech cards. What began as a streamlined version of 4E is quickly becoming bloated with options - usually around 12 per turn.

How do you get rid of it if it's not being used?

Do you take away all Omega Tech at the end of an extended rest?

#2

salla

Feb 21, 2011 13:46:47
I fail to see a problem here.  It's their decision which powers and items to use, and which they don't.  If they want to hoard it, let them hoard it.  If they want to use it, let them use it.
#3

rhenry69

Feb 21, 2011 13:51:06
The problem is that the players now have too many options and combat is going too slow.
#4

vaporwolf

Feb 21, 2011 14:23:50
Perhaps you could devise some sort of trap that has a good potential for disabling/destroying their Omega Tech.

Or maybe they fight a group of enemies that quickly adapt to their origin powers, making them immune. And the only attacks that are useful are standard attacks and Omega Tech?

Try taking a look at what they have stockpiled and craft an encounter specifically designed to heavily encourage them to use the tech to survive.
#5

sirkaikillah

Feb 21, 2011 14:26:46
It gets worse with expert powers and aditional utility powers and access to more alpha mutations.

So even with out omega tech there are a lot of options for players.  It's as old as DnD, players taking to long to decide what to do.  Give them a time limit, I always do.  If players are taking to long going through all there options, push them to make a decisions.  This gets my goat, because as a player I am usually ready an action when it is my turn.  Why others just don't pay attention and go through there options prior to there turn, is beyond me.  But not everybody plays like me, and some players just tune the game out, when it isn't there turn.

If you ask me its a play style problem and not a problem with omega tech.

I had a problem with omega tech hoarding, its like treasure some palyers want to hold onto it like an archivist, because it is inherently valuable.   In the same group, other players were looking for any reason to use thier omega tech.  I think the use of player decks will get players to use omega tech as players will use tech they can reasonably expect to"get another" at a later time.  It's metagaming yes, game breaking for our group, no. 

I guess my problem with hoarding omega tech is that effectivly take the card out of play and what fun is that?
#6

biaxident

Feb 21, 2011 15:12:45
If they're not using their Omega Tech, that must mean it's "worthless", right? Maybe in the next town they visit an old Archivist springs on them, willing to trade any of their "worthless" omega tech for an item of "invaluable" worth!
(in effect, just another draw from the Omega deck - but if you wish, you can just set aside a few cards for this before you start play)
#7

Feetz

Feb 21, 2011 15:43:21
My players have no problems using their Omega Tech.  They've just been freakishly lucky on the charge rolls and keep almost everything.  The average for my group is about 6 Tech per character.

To help with the too many options problem I've cut back on the amount of Tech I'm giving out.  If they start getting low I'll up it.
#8

salla

Feb 21, 2011 15:45:19
I still can't see where this is a huge problem, but you could perhaps just institute a maximum number of Omega Tech cards per player, like 2; not something I'd do, but it might work for you.
#9

miniaturegeek

Feb 21, 2011 17:23:30
The plasma tunnel trap has the ability to destroy any omega tech, if their loaded down too much it could potenialy kill them as well. Cool
#10

FlashbackJon

Feb 21, 2011 17:31:42
Is it the options that cause the problem, or that the players are taking too long on their turns?  If they haven't picked out their actions before their initiative is called, make them delay.

(Actually, I prefer positive reinforcement to punishment, so you could start rewarding players that have their turns ready when their name is called, but that adds some players of complexity that the previous solution does not.) 
#11

Oraibi

Feb 21, 2011 17:39:35
4 Omega Tech cards is not a lot per player. Players will accumulate that many especially if they're not using them.

If it bugs you that much just kill the party off and make them start over.
#12

hoffnung

Feb 21, 2011 17:42:01
I'd do what Feetz suggested, and stop giving them more until they burn through some of their existing tech.  Also, maybe ask your players to go over all their tech before the game so as to know what they do ahead of time.  As a player, I know what tech I have and roughly what it does, but sometimes you just need to read it to make sure.  If this is all they are doing then I'd say deal with it.  If they are insisting on going over each card every turn then the problem is with your players, and you should talk to them about it. 
#13

Faust23

Feb 21, 2011 17:45:09
If one of my players dithers too long before deciding what to use, I skip him and he has to wait until the next warrior in the initiative count has taken his turn.  Maybe he'll get his **** together by then...
#14

mvincent

Feb 21, 2011 19:04:56
the players have stacks of five or more pieces of Omega Tech that they are carrying around.




  • Maybe have them collect up all extra gear into a 'party-pile' (representing it being stored away: on their vehicle or in their packs). PC's (especially new/replacement characters) can then choose from pile when they (re)equip... between encounters of course.

  • Maybe have a repair shop that can restore an Omega card to new status (in trade for three other Omega cards). That way they can keep special items that they are already familiar with.

  • Your players should probably also learn how to choose faster for themselves by self-limiting their own options and choosing while other people are acting.

  • Maybe ask your players what to do about them having too many options.