From: | Mike Todd mtodd@*****.org |
---|---|
Subject: | Coddling the weak |
Date: | Fri, 2 Jul 1999 18:14:23 -0700 |
> As someone posted out earlier, I too use a system whereby I will
>let the player roll the character's Intelligence in order to figure out
>that they're doing something stupid or overlooking something that could
>potentially get back to them.
Sometimes you just gotta let them live and learn, or die and learn as the
case may be.
I adapted a scenario from one of the Cyberspace anthologies, I think it was
Cyberskelter. It involved the group going to Germany to make a pick up for a
Johnson. The package was an AI or something like that, and an international
agency enforcing laws against AIs (TRAIL), was on the case. The Johnson told
them explicitly that the last team do a pick up for him of this nature was
blown to smithereens. I throw the team some bones, they do some research and
find a connection.
Similar bombings taking place all over Europe and always investigated by the
same TRAIL agent, who chalks the bombings up to some terrorist group or
another. Did they get the clue? Did they even think they might be the
subject of a bombing once the reached Germany? No.
Instead they spent tons of time obtaining weapons once they reached Berlin
and went to the meet, all of them simply walking up to the meeting place and
all of them promptly getting blown to hell.
Fun way to end an evening of role-playing. Killing all of the characters.
But really, what was I to do? I mean, your Johnson tells you "the last team
to take on this job was blown up, don't get blown up". That's a gimme, or so
I thought.