Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!watmath!clyde!cbosgd!gatech!ut-sally!utastro!jeff From: jeff@utastro.UUCP (Jeff Brown the Scumbag) Newsgroups: net.games.frp Subject: Re: High Tech in AD&D (help). Message-ID: <300@utastro.UUCP> Date: Tue, 21-Jan-86 04:16:18 EST Article-I.D.: utastro.300 Posted: Tue Jan 21 04:16:18 1986 Date-Received: Wed, 22-Jan-86 05:27:54 EST References: <1277@hpda.UUCP> <101@uvacs.UUCP> Organization: U. Texas, Astronomy, Austin, TX Lines: 59 Keywords: High Tech, AD&D I have found (in my old experience in DMing, which was a while back) that putting high-tech items into a campaign was a lot of fun. The fun is not how to run the high-tech items; the fun is watching the players try to figure out what a high-tech item does and how to use it! Come on, people, a bunch of medievals is not going to be able to figure out a blaster without killing at least one of their party in the process. This is especially true if lots of high-tech items are out of juice, otherwise defective, or just plain non-functional. (My favorite trick was to have a party find an electric pencil sharpener. Hours of hilarious things would result: "We point the thing with its hole toward the trolls and pull the cord.") I had one crew stumble on the destruct sequence for a small portable nuclear powerblock, which had a yield in the kiloton range (and it was NOT an easy thing to find, but they were being methodical and trying all possible combinations of the controls trying to get it to do something). End of Adventure. And the things that happened when another group found a high-tech field medical kit.... Instructions may be written in plain sight, but Technic may not succumb to even magical translators. And there is the Larry Niven story (with the Kzinti and the discovery of the tnuctip stasis box) about trying to figure out devices from a superior technology. It can be difficult to be obscure to the player characters so that the players (with their 20th- century knowledge) don't draw conclusions the medievals can't. The only way a player can play an ignorant character is if he (the player) IS ignorant. Even then, the medievals are not going to be very good at using their toys. Watch somebody trying to drive a car (or ride a bike) who has ONLY a verbal description of how to do such a thing. My feeling was that if they found an item that was worth having and figured out how to use it without destroying themselves, then they were welcome to it. Generally, though, messing with such things was so dangerous that players rapidly put distance between themselves and anything that smelled of high technology. In terms of raw damage a high-tech weapon will produce, keep in mind that things ought to be functional. A high-techer's handgun/blaster is not going to be able to vaporize castles: that big an effect is likely to include the user in the kill radius. It should be able dispatch any reasonable-size creature, and not much more. Things in the heavy artillery class will have a (considerable) minimum range. Personal force shields should have severe limits on their duration, and certainly on their range, and there should be either a power limitation or a side effect that makes it less than a wonderful idea to keep it on all the time (ozone production? lack of oxygen/CO2 flow? sub- or super- sonic generation? a glow that attracts undesirable things? a bad smell?). And how do you turn it off when you don't want it on any more? Large- scale defenses will not be very portable, simply because they don't have to be. In short, I loved a sprinkling of high-tech as a DM. I had a saying which I think is close to the core of the best of frp games: "The best way to liven up a dull campaign is to come up with a novel way to kill player characters, and demonstrate its effect." Jeff Brown the Scumbag {allegra,ihnp4}!{noao,ut-sally}!utastro!jeff jeff@astro.UTEXAS.EDU Astronomy Department, U. of Texas, Austin