Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Problems running a hard sci-fi game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="takyris" data-source="post: 3148266" data-attributes="member: 5171"><p>Not exactly, but I <strong>did</strong> run a heist caper recently at a con -- a pick-up game made up of people I couldn't assume knew anything about running heists, beating security, or conning people. I didn't want to just tell them to make a Bluff check, so here's what I did. It took more work for me, but hey, it's my game, right?</p><p></p><p>I had them make Knowledge or Research or Gather Information checks, whatever was appropriate, and I had a bunch of printed strips of paper ready (with more time, I'd have used 3x5 cards) with things like:</p><p></p><p>DC 15: The bank itself sounds too hard to hit, but you might be able to run something on the guy who transports the money from the hideout to the bank itself.</p><p>DC 20: You've got enough solid info on what kind of case the carrier uses to come up with a fake case.</p><p>DC 25: The guy who transports the money grew up on these streets, and he can't resist showing off for the kids. A rigged game of some sort might lure him in and distract him enough to switch cases</p><p>DC 30: One easy type of rigged game is the three-card monte. In this case, the dealer runs the game poorly, so the guy transporting the money can win the game a few times. The dealer then attacks the carrier in anger at being beaten, and while the carrier beats himi down (which the dealer lets happen), one of the onlookers switches the cases.</p><p></p><p>When the PC made his check, I just gave them as much information as the check merited. Then they got to feel smart for coming up with a way to con the carrier out of his big case full of money.</p><p></p><p>I could see you doing the same thing on a technical level. The higher the Knowledge or Research check, the more information you give them. You never give them all the information necessary to solve the technical puzzle, but you lay out enough information so that they can solve the technical puzzle themselves using combined information nuggets on the cards.</p><p></p><p>Like I said, more work for you, but it lets them feel smart, and you get to run a hard SF game without scientist players.</p></blockquote><p></p>
[QUOTE="takyris, post: 3148266, member: 5171"] Not exactly, but I [b]did[/b] run a heist caper recently at a con -- a pick-up game made up of people I couldn't assume knew anything about running heists, beating security, or conning people. I didn't want to just tell them to make a Bluff check, so here's what I did. It took more work for me, but hey, it's my game, right? I had them make Knowledge or Research or Gather Information checks, whatever was appropriate, and I had a bunch of printed strips of paper ready (with more time, I'd have used 3x5 cards) with things like: DC 15: The bank itself sounds too hard to hit, but you might be able to run something on the guy who transports the money from the hideout to the bank itself. DC 20: You've got enough solid info on what kind of case the carrier uses to come up with a fake case. DC 25: The guy who transports the money grew up on these streets, and he can't resist showing off for the kids. A rigged game of some sort might lure him in and distract him enough to switch cases DC 30: One easy type of rigged game is the three-card monte. In this case, the dealer runs the game poorly, so the guy transporting the money can win the game a few times. The dealer then attacks the carrier in anger at being beaten, and while the carrier beats himi down (which the dealer lets happen), one of the onlookers switches the cases. When the PC made his check, I just gave them as much information as the check merited. Then they got to feel smart for coming up with a way to con the carrier out of his big case full of money. I could see you doing the same thing on a technical level. The higher the Knowledge or Research check, the more information you give them. You never give them all the information necessary to solve the technical puzzle, but you lay out enough information so that they can solve the technical puzzle themselves using combined information nuggets on the cards. Like I said, more work for you, but it lets them feel smart, and you get to run a hard SF game without scientist players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Problems running a hard sci-fi game
Top