This part I don't get.
In a convention game, like Missions, I can understand, the scenario is written ahead of time. You run as written.
But in a home game, why would it magically not be available? If you added a clip of ADS, why would you as the GM incapable of simply deciding on the spot that even if it wasn't in your original plan, you added APDS, so the PCs get to have a clip or two.
You post reads like once you write a particular scenario, it is mostly locked in stone and cannot be altered. I really don't get that. It just feels unnecessarily rigid to me.
It may be my GMing style. I generally don't write out an entire scenario ahead of time. I write out a basic outline of stuff that might happen, and the details get made up on the fly at the game table. I write down any significant details I create for later continuity.
I got fairly good at making stuff up on the fly without it looking like it's improv. Waay back in college, I started GMing for two different groups, and there was enough demand for games that I often had nothing at all prepared for a session, spinning out something in the 15 or 20 minutes it took for people to get settled in for the evening's game.
As a result, most times my home games are run fluidly, the details getting hashed out as I run, little more than a handful of index cards with my basic plot outline as a base.
It's also probably why I get annoyed at calling it "cheating".
I can understand stuff like making up a counter on the spot to block a player's creative solution being called "cheating", but that falls more under "Dick GM" territory.
But making changes, even big ones, to a planned encounter in response to changing conditions is not in and of itself "bad". It's the reasons behind the change that determines such.
But I think I've said my piece.
In a convention game, like Missions, I can understand, the scenario is written ahead of time. You run as written.
But in a home game, why would it magically not be available? If you added a clip of ADS, why would you as the GM incapable of simply deciding on the spot that even if it wasn't in your original plan, you added APDS, so the PCs get to have a clip or two.
You post reads like once you write a particular scenario, it is mostly locked in stone and cannot be altered. I really don't get that. It just feels unnecessarily rigid to me.
It may be my GMing style. I generally don't write out an entire scenario ahead of time. I write out a basic outline of stuff that might happen, and the details get made up on the fly at the game table. I write down any significant details I create for later continuity.
I got fairly good at making stuff up on the fly without it looking like it's improv. Waay back in college, I started GMing for two different groups, and there was enough demand for games that I often had nothing at all prepared for a session, spinning out something in the 15 or 20 minutes it took for people to get settled in for the evening's game.
As a result, most times my home games are run fluidly, the details getting hashed out as I run, little more than a handful of index cards with my basic plot outline as a base.
It's also probably why I get annoyed at calling it "cheating".
I can understand stuff like making up a counter on the spot to block a player's creative solution being called "cheating", but that falls more under "Dick GM" territory.
But making changes, even big ones, to a planned encounter in response to changing conditions is not in and of itself "bad". It's the reasons behind the change that determines such.
But I think I've said my piece.
It's because I've seen this sort of thing happen. A lot. Not by any GM here, of course, but by bad GM's over the years. There was one game where a midrange NPC was using a belt-fed machine gun. He had trouble hurting us, so "magically", he switched to belts of APDS. Which was bad enough, but when we beat hi,m he coincidentally had just fired his last belt, and didn't have any ammo left to loot. That's what I mean.
Fudging is a tool for the GM, but you have to be fair about it. And I'm sure everyone here is, but at the same time, there are those who aren't. And that's why you need to be doubly sure you're being fair when you make adjustments like that.
Anyway, tjn has it right. By the rules, we're supposed to craft every NPC from scratch. 4.5 in particular specifies that every named, recurring NPC is supposed to be built with BP, which is a time consuming process. Now: I cheat and fudge that all the time. I'm sure everyone else here does. Which is great, because that works. But the actual rules themselves? They *don't* work. That's not saying anyone is doing it wrong-- the opposite in fact. Those who make it up are doing it *right*, and the rules are just bad.