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<blockquote data-quote="Jd Smith1" data-source="post: 8082176" data-attributes="member: 6998052"><p>Now, such a business would have to have thousands of clients (to be able to cover the overhead and show a profit). Say your station is covering an area with 5,000 clients. You have two teams on duty around the clock. But three clients go down at the same time. What is the protocol? Your description establishes this as a 'guaranteed delivery' service, but to field a team of EMT/shock troops and a top-end ambulance is expensive, so how do you allocate resources? Too many crews sitting idle will bankrupt you, too few and your clients will flee. Public-service ambos in RL get around this by the acceptance of a certain number of deaths being socially acceptable, but your service parameters removes that. </p><p></p><p>It is hard to imagine the full range legal liabilities with armed EMTs shooting their way into situations, to include attacking legitimate government and private agencies going about their legal duties. But it's an RPG, so the only suspension of belief bar is that of your players.</p><p></p><p>The 'getting old' challenge is the tough one, as your campaign is going to consist of a series of unconnected firefights. The problem being is that your group mission is so narrow and simplistic: get to client, remove client to ER. It's why there's never (TMK) been EMT: The RPG. </p><p></p><p>Sticking with that core premise, I would say it would work as a skirmish game. </p><p></p><p>You've got some problem-solving possibilities, and if your combat and medical system is challenging and dynamic that will help, as it will take a group geared to tactical challenges a while to be affected by the bare-bones campaign concept. If not, you have problems.</p><p></p><p>The best option I can see is to have the area engulfed in a long-term disaster, be it war, zombie outbreak, collapse of local economy, or something similar which will remove a lot of society's restraints and force your players into far most dynamic situations.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8082176, member: 6998052"] Now, such a business would have to have thousands of clients (to be able to cover the overhead and show a profit). Say your station is covering an area with 5,000 clients. You have two teams on duty around the clock. But three clients go down at the same time. What is the protocol? Your description establishes this as a 'guaranteed delivery' service, but to field a team of EMT/shock troops and a top-end ambulance is expensive, so how do you allocate resources? Too many crews sitting idle will bankrupt you, too few and your clients will flee. Public-service ambos in RL get around this by the acceptance of a certain number of deaths being socially acceptable, but your service parameters removes that. It is hard to imagine the full range legal liabilities with armed EMTs shooting their way into situations, to include attacking legitimate government and private agencies going about their legal duties. But it's an RPG, so the only suspension of belief bar is that of your players. The 'getting old' challenge is the tough one, as your campaign is going to consist of a series of unconnected firefights. The problem being is that your group mission is so narrow and simplistic: get to client, remove client to ER. It's why there's never (TMK) been EMT: The RPG. Sticking with that core premise, I would say it would work as a skirmish game. You've got some problem-solving possibilities, and if your combat and medical system is challenging and dynamic that will help, as it will take a group geared to tactical challenges a while to be affected by the bare-bones campaign concept. If not, you have problems. The best option I can see is to have the area engulfed in a long-term disaster, be it war, zombie outbreak, collapse of local economy, or something similar which will remove a lot of society's restraints and force your players into far most dynamic situations. [/QUOTE]
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