From: | Ubiquitous <weberm@*******.net> |
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Subject: | RE: [SR2] GM munchkins / Paranoia |
Date: | Tue, 13 Aug 1996 08:17:21 -0400 (EDT) |
>Example : Players are hired to protect a runners girlfriend while he's out
>of town for a while. They get paid 5k each, 25k total. They can do whatever
>they want so long as they show the girl a good time and keep her intact for
>two weeks. Players make a safe house in the barrens, to heck with showing
>the girl a good time (well, they bought take-out food and rented
>sim-chips.) The local gang hassles the pcs doing the food runs. PC's get
>cocky, words fly, a gun is drawn, five gangers die.
>PCs in the house get spooked by a ghoul rummaging around in the basement, have
>some tense words, and let it go - who wants to deal with a pack of 12-36
>ghouls? No profit, can't even make up the cost of ammo, and ghouls are pretty
>mean if they get in HtH. So they come to an understanding with the one they're
>dealing with now, even cut some deals later (a ghoul contact(?)).
Actually, you can fetch some pretty good money for ghoul heads (3K for male,
1.5K for female?), if that's their inclination.
>The other PCs come back and say, "We just offed some punk gangers."
Lunch time for those ghouls. *grin*
> As it was, only two PC's died when the gangers attacked, the rest
>escaped with the girl (who picked up a bullet for her troubles). They
>killed four gangers (and boy were those gangers dead). The only thing I did
>overtly was explain my logic to them, and the numbers of opponents
>explained the rest.
Just a minor nit, but how did the other gangers know where to find the guys
that killed their friends?
Interesting adventure idea, btw.
--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484