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<blockquote data-quote="Altin" data-source="post: 243466" data-attributes="member: 3107"><p>Well, let me first of all say that this is a very, very classy spin on the old 'ship AI gone nuts' plot, well done. </p><p></p><p>As for the combat-happy players, in my experience the only way to keep such players truly content is to throw some combat at them. With this in mind, I'm thinking that your AI might be somewhat volitile (what with being a nutcase and all) and probably prone to outbursts of violence. </p><p></p><p>For instance, if the players seem to be having problems interpreting its confused mental imagery (and, unless you have really smart players, chances are it'll take them a while to catch on) it might get a little frustrated and go off the hook. Imagine this: </p><p></p><p>Suddenly, the screens (or whatever the ship's output devices are) start scrolling increadibly quickly the same message over and over - 'You just don't get it do you? You just don't get it do you? You just don't get it do you?' (or something to that effect), the lights start going nuts, the alarms go off full blast. Then, all of a sudden, there is silence. Silence and darkness. Then a single screen (or whatever) turns on and there is something written in very small font on it (spot checks might at this point be in order to read it). The font quickly grows larger and larger and very quickly the message covers it entirely. It reads: "TIME TO DIE" (Bladerunner, anyone?). Then all hell breaks loose. </p><p></p><p>Now, this ship has killed its previous crew so it presumably has some offensive capability (albeit reduced in destructiveness over the years), simply throw a sample of whatever it has got at them and Voila - your combat monkeys get their moment in the spotlight and the entire party gets a hint in the double meaning of the 'time to die' thing.</p><p></p><p>Oh, and it might be an idea to make sure they can't leave the ship once this happens (players tend to react badly to these sorts of situations). Good old sealed airlocks ...</p><p></p><p>Yours,</p><p></p><p>Altin</p></blockquote><p></p>
[QUOTE="Altin, post: 243466, member: 3107"] Well, let me first of all say that this is a very, very classy spin on the old 'ship AI gone nuts' plot, well done. As for the combat-happy players, in my experience the only way to keep such players truly content is to throw some combat at them. With this in mind, I'm thinking that your AI might be somewhat volitile (what with being a nutcase and all) and probably prone to outbursts of violence. For instance, if the players seem to be having problems interpreting its confused mental imagery (and, unless you have really smart players, chances are it'll take them a while to catch on) it might get a little frustrated and go off the hook. Imagine this: Suddenly, the screens (or whatever the ship's output devices are) start scrolling increadibly quickly the same message over and over - 'You just don't get it do you? You just don't get it do you? You just don't get it do you?' (or something to that effect), the lights start going nuts, the alarms go off full blast. Then, all of a sudden, there is silence. Silence and darkness. Then a single screen (or whatever) turns on and there is something written in very small font on it (spot checks might at this point be in order to read it). The font quickly grows larger and larger and very quickly the message covers it entirely. It reads: "TIME TO DIE" (Bladerunner, anyone?). Then all hell breaks loose. Now, this ship has killed its previous crew so it presumably has some offensive capability (albeit reduced in destructiveness over the years), simply throw a sample of whatever it has got at them and Voila - your combat monkeys get their moment in the spotlight and the entire party gets a hint in the double meaning of the 'time to die' thing. Oh, and it might be an idea to make sure they can't leave the ship once this happens (players tend to react badly to these sorts of situations). Good old sealed airlocks ... Yours, Altin [/QUOTE]
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