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Mailing List Logs for ShadowRN

Message no. 1
From: Paul Jonathan Adam <Paul@********.DEMON.CO.UK>
Subject: Re: No-Limit Games
Date: Mon, 21 Aug 1995 21:58:49 GMT
> Terry Amburgey writes:
> Don't tell me this doesn't happen.. I've played in "no-limits" game
> environments, and it takes less than an hour for them to get either boring
> or ridiculous.

I would say that what some might call a "no-limits" game can be extremely
interesting... if you remember there are *different* limits. Just because
you're enormously powerful, you can do what you want, right?

Er, no. Example: in a PBeM at the moment, two of our characters are training
rebels in Aztlan (the run is a modified "Moon Shadows"). They might be
undercover, but if things go bad, they can whistle up an airstrike from their
base at Yeager, up near the CAS-Aztlan border, right? Solves all the problems
of one T-bird and a couple of dozen troops in their way.

Not a chance. They're on their own. Any overt moves their enormous military
and political power base make will have dramatic and far-reaching effects.
Remember Matthias Rust? Now imagine the effects on Cold War tensions if he
had been flying an *armed* aircraft, landed in Red Square, rescued a fleeing
criminal (wounding and killing several militiamen in the process) and escaped,
radar tracking him to West Germany.

The correct phrase is, "Now get out of THAT!" While our players may be hyper-
powerful... so are their enemies.

--
When you have shot and killed a man, you have defined your attitude towards
him. You have offered a definite answer to a definite problem. For better
or for worse, you have acted decisively.
In fact, the next move is up to him.

Paul J. Adam paul@********.demon.co.uk

Further Reading

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