Nukes, characters, challenges....

By Mark Gellis ·

TML message #688From bundle 63

I just read Chris's letter (he looks like a valuable addition to the
group) and I was intrigued by his comments about the problems in keeping
players from getting bored.  I have the same problem sometimes because,
realistically, it's not that hard for a person who wants to become some
version of superman from doing so.

For example, one of my players, Tim, has put a lot of time and credits
into building up his one weapon skill--Class II (rifles).  He has the
skill at +4, and he has taken advantage of all my special rules.  He
bought a custom laser rifle (very expensive, but it gives you an additiona
additional +2 to hit), AND he is using both a smart weapon system with
a biocontrol interface that hooks into his nervous system (another +2),
AND a skill chip hooked into a memory plug.  In effect, he has Laser Rifle
at +9.  (For those interested in these devices, read various cyberpunk
novels, especially Neuromancer, Count Zero, Schizmatrix, When Gravity
Fails, A Fire in the Sun, and Islands in the Net--they're all great
novels in addition to providing some really nifty ideas for GM's).

Anyway, back to Tim.  Tim, knowing why it is important to NOT BE SEEN
bought a stealthed combat vacsuit (remember Predator?  A stealth suit
uses a wraparound videocell system that receives and then transmits
light hitting your body so you're almost invisible--the almost is a
big factor).  In daylight, people kind of notice the shimmer; at night,
you might as well be Sauron wearing the One Ring.  (Oh, yes, Tim got
the laser rifle stealthed too.)

Now all this cost about a million credits.  But Tim is pretty invincible
because he usually can't be seen, he's fast enough to get off the first shot
most of the time (especially when he's hidden), and he hits just about any-
thing he shoots at.  I don't mind too much.  I run a gameworld where if
you screw up in a gunfight, you die, but if you're smart in a gunfight, you
live (as it should be).  Still, unless I want to send someone as dangerous
or worse after Tim, what do I do?  I don't like using cheesy things like
"Oh, your stealth suit shorted out.  For no reason."

This long and rambling example, besides serving to offer a few ideas to
fellow GM's, if they want to use them, is dedicated to the question of:

   Once they get powerful, how do you deal with them without
   just screwing them over?

My own solution is to let them become corporates or politicals.  The
problems of running a business (outwit your competition...catch those
industrial spies...deal with hostile--hey, an armed fleet approaching
your asteroid is about as hostile as it gets--takeover attempts) or
running a country (outwit our competition, I mean ideological opponents...
catch those spies...deal with hostile takeover attempts, I mean invasions
and rebels...is there an echo in here?) keeps people pretty busy.

One final note.  Just so everyone won't think all I do is try to make
my players miserable, I try to sometimes run just goofy adventures where
no one really gets hurt, even if they don't make much money.  If you want
a good "module" for this kind of thing--rent the Marx Brothers movie
"Animal Crackers" and then let your players get invited to this kind of
party and be involved in finding the lost painting.  Even if you don't
want to do this, rent the movie, it's hysterical.  (For those who do
use the movie as a module, remember that Harpo Marx should never, NEVER
be given a loaded gun, no matter how often he "asks" to be allowed to
play with one.)

Take care all.  Enjoy.

     Mark


All opinions and material above is the responsibility of the originator.
Submissions: [email removed], or [email removed]
Administrator: [email removed] (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.