From: | P Ward <P.Ward@**.CF.AC.UK> |
---|---|
Subject: | Re: Game balance |
Date: | Wed, 2 Aug 1995 10:07:40 BST |
> One solution is to use "snap runs" - the team are socialising, comparing
> notes, whatever, to get them together in a public place. Then drop the
> situation on them. They have the equipment they're carrying: handguns
> and personal armour. It's a useful lesson for PCs who have got used to
> relying on firepower instead of intelligence.
The snap run is a fine standby for GM's, I have a little one based
on an old episode of the Equalizer I saw a while back.
PC's are in the bar, lightly protected.
NPC's arrive, heavily armed, and armoured, very scared, probably high
on something bad and proceed to hold the entire place hostage
(NB. make very sure that they don't step close to PC's with wires).
Outside, there's a major-league assassin who's trying to pick up
the money on one of the NPC's heads becuase he messed up the daughter
of a local (biz/gov/corp/org crime/gang) boss.
Now let them try to talk their way out... the main problem is to ensure
that they don't just try to jump the kidnappers. The easiest way to
do this is to ensure that they're outnumbered, and that there are
civilians that the PC's care about in the LOF, ie. their significant
other, mother or maybe a major (and wimpy) contact.
It works well if one of the PC's is late for the meet, and is now on
the outside, especially if they have limited communication, and the
assassin is planning on busting in with grenades to get his Yen.
Sorry if this is a bit late bTW, I've been locked out of the lab for
a couple of days :-(
Phil (Renegade)