From: | Brett Borger <bxb121@***.EDU> |
---|---|
Subject: | Re: SRII Lethality |
Date: | Wed, 17 Dec 1997 15:45:06 EST |
> would think twice about blowing someone away :)
That isn't the problem...
> About the lack of caring about winning or losing... Maybe give the
That is.
> character a reason to care about living, like have an ex-girlfriend
> die in a car accident and have the courts assign him custody of the
> 6 year old daughter he never knew he had. Don't ever involve the
> girl in an adventure, but find subtle ways to remind the character
> of his responsibility (saving another little girl, having the girl
> give him a crayon drawing before he leaves on a shadowrun (with them
> living forever and ever together in a giant valentine heart), etc).
the problem is that character simply wouldn't care. Responsibility?
He'd pay 10K, find someone who wanted a kid, and be done with it.
> Your the GM. It's your duty, neigh, your right, to be sneaky :)
His attitude and luck have thus far defeated my clever plots. It's
really uncanny. For example, I had the players hired to break into a
High sec Ares compound to discover what was being done in a certain
room. (it turns out the Johnson was head of security for the same
compound, and was worried about someone's secret project). Anyway,
the runners had to sneak in because any noise would mean death. When
they finally got into the room, it was empty except for a few cages
of lab mice. [My hidden plot: the walls were a plaster in which
were growing a special fungus. Instant astral shielding, much
cheaper than FAB or warding. Just sponge down the walls once a week
with a nutrient rich broth and ignore. They were testing here. The
rats were to check for harm from extended exposure.] The player
looked astrally, touched the walls, and declared the entire solution,
including why the rats were there. I had no written record of the
plot, no real way he could know. He just figured it out. Sigh.
-=SwiftOne=-