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Let's ban Teleport!
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<blockquote data-quote="RangerWickett" data-source="post: 1675312" data-attributes="member: 63"><p>My last campaign explored teleport as a military technology, not merely as a tool for adventurers. Within a few weeks, the world was nearly destroyed.</p><p></p><p>Logically, in a world where teleportation is possible, people would come up for defenses against teleportation, the same way that, in a world where missiles are possible, people have defenses against those. Now, in this last campaign of mine, the epic struggle was to get control of what basically amounted to the nuclear weapons of the setting, i.e., the ability to teleport armies.</p><p></p><p>By the end of the game, the party was never getting a chance to level up, because every day someone else was teleporting around, trying to grab Artifact This, or destroy City That. And the party had to stop them, because they were in the thick of it all.</p><p></p><p>Eventually, everyone who had the ability to teleport either was defeated, or decided to just not go for the big victories. Rather than teleporting an army to sieze a city, or trying to scry-buff-teleport, they'd act like normal world leaders, and simply rely on teleportation for special projects. We basically gamed through a world war in this setting, and in the aftermath, everything was all messed up. The party wanted to return to a safer way of living, and it was generally decided that society would have to create restrictions against teleportation.</p><p></p><p>I'm writing a serialized fantasy story (linked to in my sig), and I intend to eventually make teleportation factor into the plot. I think it'll be fun.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1675312, member: 63"] My last campaign explored teleport as a military technology, not merely as a tool for adventurers. Within a few weeks, the world was nearly destroyed. Logically, in a world where teleportation is possible, people would come up for defenses against teleportation, the same way that, in a world where missiles are possible, people have defenses against those. Now, in this last campaign of mine, the epic struggle was to get control of what basically amounted to the nuclear weapons of the setting, i.e., the ability to teleport armies. By the end of the game, the party was never getting a chance to level up, because every day someone else was teleporting around, trying to grab Artifact This, or destroy City That. And the party had to stop them, because they were in the thick of it all. Eventually, everyone who had the ability to teleport either was defeated, or decided to just not go for the big victories. Rather than teleporting an army to sieze a city, or trying to scry-buff-teleport, they'd act like normal world leaders, and simply rely on teleportation for special projects. We basically gamed through a world war in this setting, and in the aftermath, everything was all messed up. The party wanted to return to a safer way of living, and it was generally decided that society would have to create restrictions against teleportation. I'm writing a serialized fantasy story (linked to in my sig), and I intend to eventually make teleportation factor into the plot. I think it'll be fun. [/QUOTE]
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