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Problems running a hard sci-fi game
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<blockquote data-quote="TheNovaLord" data-source="post: 3147092" data-attributes="member: 31097"><p>We play a home written sci fi d20</p><p></p><p>I guess its not too hard sci-fi (space is so big compared to our real tech its need to be elaborated somewhat). Our FTL is very very FTL.</p><p></p><p>At the climax of an awesome session today the party tech was trying to save a stricken ship (mostly for salvage )</p><p></p><p>During the game id mentioned a fire on board caused by a small bomb, cooling coil issues and a few other technical terms. They checked its computer to find a hidden programme had been planted to set of the device. they managed to get fire control and a few other bits n pieces back functional. In the end the whole thing was gonna blow if the techie couldnt get it all back into control. </p><p>he need eda DC 30 on his tech roll, which made </p><p>and a 25 on his Mechanics which he failed. </p><p>The ship blew too pieces. </p><p>He took 50 damage on the first round (minus his Dam Red) and had to make a Fort save to live. he made it. </p><p>he is then suffering major issues of being in deep space (he has endurance and die hard feats and is 90% cyborg, all which helps). He rolls a save v Fort or dies and makes it again.</p><p>The partys ship comes swooping in with a mighty pilot roll and pick him up. </p><p>he has 4hp left and is exhausted.</p><p></p><p>this part of the adventure took maybe an hour. I think if we had tried to explain exactly what we were doing ultra technical terms we would have lost the excitement and rush and it would have taken a lot longer. </p><p></p><p>they had also had a big space battle and destroyed, crippled or had driven off 5 ships of a similar class to their own.</p><p></p><p>I think real hard scifi may loose a bit of its fun and feel like work? Already it is harder for the GM to think on his feet than in a fantasy game.</p><p></p><p>JohnD</p></blockquote><p></p>
[QUOTE="TheNovaLord, post: 3147092, member: 31097"] We play a home written sci fi d20 I guess its not too hard sci-fi (space is so big compared to our real tech its need to be elaborated somewhat). Our FTL is very very FTL. At the climax of an awesome session today the party tech was trying to save a stricken ship (mostly for salvage ) During the game id mentioned a fire on board caused by a small bomb, cooling coil issues and a few other technical terms. They checked its computer to find a hidden programme had been planted to set of the device. they managed to get fire control and a few other bits n pieces back functional. In the end the whole thing was gonna blow if the techie couldnt get it all back into control. he need eda DC 30 on his tech roll, which made and a 25 on his Mechanics which he failed. The ship blew too pieces. He took 50 damage on the first round (minus his Dam Red) and had to make a Fort save to live. he made it. he is then suffering major issues of being in deep space (he has endurance and die hard feats and is 90% cyborg, all which helps). He rolls a save v Fort or dies and makes it again. The partys ship comes swooping in with a mighty pilot roll and pick him up. he has 4hp left and is exhausted. this part of the adventure took maybe an hour. I think if we had tried to explain exactly what we were doing ultra technical terms we would have lost the excitement and rush and it would have taken a lot longer. they had also had a big space battle and destroyed, crippled or had driven off 5 ships of a similar class to their own. I think real hard scifi may loose a bit of its fun and feel like work? Already it is harder for the GM to think on his feet than in a fantasy game. JohnD [/QUOTE]
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