Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.7.0.10 $; site uiucdcsp Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxn!ihnp4!inuxc!pur-ee!uiucdcs!uiucdcsp!hogge From: hogge@uiucdcsp.CS.UIUC.EDU Newsgroups: net.games.frp Subject: Re: High Tech in AD&D (help). Message-ID: <6700012@uiucdcsp> Date: Fri, 24-Jan-86 21:53:00 EST Article-I.D.: uiucdcsp.6700012 Posted: Fri Jan 24 21:53:00 1986 Date-Received: Sun, 26-Jan-86 04:55:15 EST References: <1277@hpda.UUCP> Lines: 19 Nf-ID: #R:hpda.UUCP:1277:uiucdcsp:6700012:000:972 Nf-From: uiucdcsp.CS.UIUC.EDU!hogge Jan 24 20:53:00 1986 >Jeff Brown, the scum bag. Hmmmm. Scum Bag sounds about right. Finding new ways of blowing away characters isn't hard and isn't very fun. Nonetheless, if you like Jeff's suggestion for making techno-items tough (and dangerous) to figure out, Gamma world has a reasonable system for that purpose. It makes use of flow charts which map the progress of tinkering with techno-items, with chances for accidents, success, and permanent failure. The character progresses through his tinkering, getting "warmer" or "colder" towards learning the item. Player's knowledge of 20th century technology doesn't matter. Death is boring. Challenging struggles to defeat death are interesting. That's why I've always found instant killer traps and magic items droll. A complicated trap that you know is there and that you have to think your way through is fine, but nuking your dedicated players for pressing some button is a bit harsh, don't you thing? (flame-off) --John