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Prison Break Adventure
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<blockquote data-quote="Mesh Hong" data-source="post: 4646942" data-attributes="member: 73463"><p>I think you should be careful of denying PCs the use of their natural or class abilities. The point of the game is to have fun, and it really wont be any fun for players who have their hands tied from the start.</p><p> </p><p>Having said that I agree that all the angles should be considered. I think the best way to handle it is with an implied and serious threat, prison rules of conduct and a scaling punishment system.</p><p> </p><p>If we can come up with a set of prison rules and regulations it will make the place feel more real, and give the players something to work with, and bend or break as they deem appropriate.</p><p> </p><p>Teleporting for example.</p><p>1: The use of teleportation abilities are expressly forbidden. All inmates with known teleportation abilities will have a coloured identification patch sown to their prison issue clothing that must be visible at all times.</p><p>minor offence - removal of any privileges</p><p>moderate offence - a period of solitary confinement in a sealed windowless room. Length of confinement varies.</p><p>major or repeated lesser offences - restraint collar with lightning discharge on activation of teleport.</p><p>ultimate deterrant - execution</p><p> </p><p>This sort of approach would add flavour to the setting and allow flexibility to how things are handled depending on context. For example if no guards see you teleport you are in the clear, if a guard does see you teleport there is the possibility of a bribe, or him "looking the other way". It also allows for unforseen mitigating circumstances, eg there is a fire but the use of your teleportation abilities helps get the situation under control thus earning you credit instead of punishment.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4646942, member: 73463"] I think you should be careful of denying PCs the use of their natural or class abilities. The point of the game is to have fun, and it really wont be any fun for players who have their hands tied from the start. Having said that I agree that all the angles should be considered. I think the best way to handle it is with an implied and serious threat, prison rules of conduct and a scaling punishment system. If we can come up with a set of prison rules and regulations it will make the place feel more real, and give the players something to work with, and bend or break as they deem appropriate. Teleporting for example. 1: The use of teleportation abilities are expressly forbidden. All inmates with known teleportation abilities will have a coloured identification patch sown to their prison issue clothing that must be visible at all times. minor offence - removal of any privileges moderate offence - a period of solitary confinement in a sealed windowless room. Length of confinement varies. major or repeated lesser offences - restraint collar with lightning discharge on activation of teleport. ultimate deterrant - execution This sort of approach would add flavour to the setting and allow flexibility to how things are handled depending on context. For example if no guards see you teleport you are in the clear, if a guard does see you teleport there is the possibility of a bribe, or him "looking the other way". It also allows for unforseen mitigating circumstances, eg there is a fire but the use of your teleportation abilities helps get the situation under control thus earning you credit instead of punishment. [/QUOTE]
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