Re: THE CHALLENGE
In reply to #713 Re: The Challenge by Ronald Henry Daubel
In regard to Mark's question, ( by the way, thanks for the kind
words, Mark ), I've never let my players get to the point where they
were so powerful as some of the PCs everybody's been describing, but
I suspect that I keep a tighter rein on my players' destructive impulses
than most referees. I tend to run my games like Pete and Adrian described,
where the players can do pretty much what they want, as long as they
don't mess with the Imperial authorities. My players tend to be very
pro-Imperial anyway, trying to stay on the good side of the law.
Remember The Traveller Adventure? After discovering the meson gun plot,
their first impulse was to go to the Imperial authorities. Loyal citizens,
all. Not that they aren't devious in their own ways, but they managed to
get on the good side of a certain naval intelligence officer and wanted
to stay that way.
Enough digression. One way I keep the PCs from getting too powerful
is to keep them relatively poor. This works when they want to buy black
market arms and are charged many times the list price for them. Making
high-tech weaponry hard to acquire ( ever try to find a high TL world
with a low enough law level to actually buy a laser rifle legally? )
is usually sufficient, and the PCs desire to advance themselves
financially proves to be an excellent incentive to take those risky
jobs that PCs always seem to get... And, like Paul said, combat
skills aren't always the most useful. "A Marine can do two things:
Kill, and wait around until he can kill some more." :-)
Did anybody look at my fuel consumption idea? It looks like it
will work for the 10 ton fighter, too. (Although the fighter needs a
bigger power plant ) Sigh.
Chris
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