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How does SRM deal with licenses

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martinchaen

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« on: <09-16-13/2031:07> »
I've played in games where Licenses have been handled differently, so I'm curious how these are handled in SRM (and the game in general, really, because it seems ambiguous).

In Season 5, specifically, do you have to have a separate license for:
1. Each item with Availability R and/or each activity you engage in (concealed carry, drivers license, others?)
2. Each TYPE of item with Availability R, and/or each activity you engage in (as above)

Let me give you some examples of what I see as the difference between the two:
1. If the first is true, then I have to have one license each for the Ares Crusader II and the Steyr TMP that my character is carrying. If the second is true, I have to have a license for "Machine Pistol(s)". Individual "Item" vs "Type of Item". In both cases, I'd need a license for carrying a concealed handgun if I intended to bring them with me.
2. If the first is true, then I have to have one license each for the gas-vent system and the external smartgun system on my Colt M23. If the second is true, I have to have a license for "Firearm Accessories". Most GMs I've played under have lumped accessories in with the weapon itself; what is the practice at SRM games?
3. If the first is true, then I have to have one license each for flechette, gel, regular, and stick-n-shock rounds. If the second is true, I have to have a license for "Ammunition".
4. If the first is true, then I have to have one license each for flash-bang and  smoke mini-grenades. If the second is true, these would count under the "Ammunition" license, as both are listed under this heading in the tables.
5. If the first is true, then I have to have one license each for a chameleon suit, a ballistic shield, and full body armor. If the second is true, I have to have one license for "Armor".
6. And so on and so forth, you get the gist.

What's you experience (preferred from actually playing at conventions where this has come up) or opinion (go ahead and voice it even if you haven't played at official events). Input from Demo Agents and Devs would be highly appreciated. Thanks!

Regards,
Martin

All4BigGuns

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« Reply #1 on: <09-16-13/2038:39> »
Such has never been real clear in the game.
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martinchaen

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« Reply #2 on: <09-16-13/2055:09> »
All4BigGun; Yeah, that's kind of where I was at. Let me ask you this, then: How do you handle licenses for your characters/in your games? And if you have played at conventions/in the official living campaign, how has it been handled?

All4BigGuns

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« Reply #3 on: <09-16-13/2104:10> »
All4BigGun; Yeah, that's kind of where I was at. Let me ask you this, then: How do you handle licenses for your characters/in your games? And if you have played at conventions/in the official living campaign, how has it been handled?

Sometimes the 'specific item' way in your examples, sometimes the more general and sometimes more generalized than that.
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martinchaen

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« Reply #4 on: <09-17-13/1011:10> »
/bump
Anyone?

The Masked Ferret

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« Reply #5 on: <09-17-13/1352:46> »
So far, it has not come up in any of the SR5 games that I have GM'd or run. That being said, here are my two cents:

Fake Licenses are like a drivers license or car insurance. It is not necessary to have them to drive (mostly). You may be able to drive around for years without getting caught. However, if someone stops you and you don't have them, you are in a world of hurt.

Come to think of it, there is at least 1 CMP I can think of that there could be a traffic stop.

As for what matters, talk to the gm that is running for you.
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All4BigGuns

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« Reply #6 on: <09-17-13/1355:41> »
As for what matters, talk to the gm that is running for you.

I will admit that this is one area that would have been nice to have more clear and defined rules, especially for Missions since things are pretty much "by the book" there with little or no 'house rules'.
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martinchaen

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« Reply #7 on: <09-17-13/1358:12> »
As for what matters, talk to the gm that is running for you.

I will admit that this is one area that would have been nice to have more clear and defined rules, especially for Missions since things are pretty much "by the book" there with little or no 'house rules'.
I'm with All4BigGuns on this one; since I'm creating a character to use with SRM, it would be nice to know what the "norm" is. I'd hate to get a license for "Firearms" or "Augmentations" if or when a GM suddenly declares that "No, you need a license for EACH ITEM"... I could of course avoid that by getting a license for every item to be on the safe side, but the cost of licenses quickly add up.

All4BigGuns

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« Reply #8 on: <09-17-13/1403:34> »
As for what matters, talk to the gm that is running for you.

I will admit that this is one area that would have been nice to have more clear and defined rules, especially for Missions since things are pretty much "by the book" there with little or no 'house rules'.
I'm with All4BigGuns on this one; since I'm creating a character to use with SRM, it would be nice to know what the "norm" is. I'd hate to get a license for "Firearms" or "Augmentations" if or when a GM suddenly declares that "No, you need a license for EACH ITEM"... I could of course avoid that by getting a license for every item to be on the safe side, but the cost of licenses quickly add up.

Especially to have all those licenses for multiple Fake SINs.
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PittsburghRPGA

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« Reply #9 on: <09-19-13/0844:15> »
As a GM, my thought is licenses are by class of gear.

Specifically, firearms ownership, concealed carry, restricted cyberware, restricted bioware, restrictes drones, etc.

martinchaen

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« Reply #10 on: <09-19-13/0953:00> »
PittsburghRPGA Thanks! That's my thinking as well.

Belker

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« Reply #11 on: <09-19-13/1053:56> »
I use the same methond PittsburghRPGA does. From the Season 4 documentation that seems to be the way Bull interprets things as well, at least within the context of Missions.
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martinchaen

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« Reply #12 on: <09-19-13/1113:00> »
Belker Much appreciated! Good to hear from two agents on this, gives me a little peace of mind.

Michael Chandra

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« Reply #13 on: <09-19-13/1235:09> »
Taking a quick look at the Sample Characters from SR5 Core:

1: concealed carry, possession of firearms, possession of augmentations, 2: gun, 3: private detective, 4: magic, medicine, 5: hunting, 6: drones, we also have extra gun, magic and concealed carry licenses on other characters.

So Core supports per category, with guns and augmentations as categories,
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martinchaen

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« Reply #14 on: <09-19-13/1300:25> »
Michael Much appreciated, that kind of settles that question, at least to my mind. Thanks guys!