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The GM is Not There to Entertain You
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<blockquote data-quote="pemerton" data-source="post: 8661104" data-attributes="member: 42582"><p>I like your analysis.</p><p></p><p>The RPG where I've had the most amount of PCs being taken prisoner is Classic Traveller. At the front end, it makes it easy for the players to judge overwhelming firepower and hence have their PCs surrender. Probably more important, though, has been handling the back end - that is, how do they escape? Traveller isn't quite as robust here as Apocalypse World would be, but it offers more than just GM fiat too. One PC has been tried twice - once she was banished, the other time she blew up the tribunal with a concealed grenade. There is action resolution to help with these things, including rules and rolls for dealing with bureaucracy, for NPC reactions, etc.</p><p></p><p>Another time the PCs turned the tables on their captors, and managed to take control of the one suit of powered armour that was in the installation. On this occasion I made up some rules of my own: rules for grappling when a PC wrestled a guard wielding a submachine gun; and an ad hoc roll (10+ and it goes well, 7-9 and it goes OK) for when the same PC, having wrested the SMG from the guard, entered the installation to try and grab the powered armour.</p><p></p><p>The PCs have also from time to time made alliances with or secured recruits from NPCs who have captured them. I don't know if it's a Traveller trope, but in our game at least the PCs' band of hangers-on keeps growing and that seems more than mere coincidence: they pick up extra starship crew, specialists in various skills, etc; and the costs of paying salaries isn't very great compared to the cost of fuelling and servicing a starship!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8661104, member: 42582"] I like your analysis. The RPG where I've had the most amount of PCs being taken prisoner is Classic Traveller. At the front end, it makes it easy for the players to judge overwhelming firepower and hence have their PCs surrender. Probably more important, though, has been handling the back end - that is, how do they escape? Traveller isn't quite as robust here as Apocalypse World would be, but it offers more than just GM fiat too. One PC has been tried twice - once she was banished, the other time she blew up the tribunal with a concealed grenade. There is action resolution to help with these things, including rules and rolls for dealing with bureaucracy, for NPC reactions, etc. Another time the PCs turned the tables on their captors, and managed to take control of the one suit of powered armour that was in the installation. On this occasion I made up some rules of my own: rules for grappling when a PC wrestled a guard wielding a submachine gun; and an ad hoc roll (10+ and it goes well, 7-9 and it goes OK) for when the same PC, having wrested the SMG from the guard, entered the installation to try and grab the powered armour. The PCs have also from time to time made alliances with or secured recruits from NPCs who have captured them. I don't know if it's a Traveller trope, but in our game at least the PCs' band of hangers-on keeps growing and that seems more than mere coincidence: they pick up extra starship crew, specialists in various skills, etc; and the costs of paying salaries isn't very great compared to the cost of fuelling and servicing a starship! [/QUOTE]
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