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Worlds of Design: When Technology Changes the Game
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<blockquote data-quote="Ace" data-source="post: 8081970" data-attributes="member: 944"><p>Being a game Judge/GM requires a flexible enough mind to keep up with players who are a notoriously devious lot. This is why a lot of people back in the day wouldn't even bother and always a Judge/GM never a player was a thing. </p><p></p><p>As a general rule it helps to make sure that anything the player's understand the settings premises.</p><p></p><p>Things like Iron Dude's Blasters can wreck stuff but aren't used to kill or that certain types of tech just aren't used for the same reason that nerve agent isn't commonly used and its a big deal when it is help a lot. </p><p></p><p>Another example guns are considered to attract attention when used in monster hunting, can be used against you and if you are caught with illegal suppressors (I'm in the US and they are federally regulated) and auto weapons you are getting time but no one notices swords and bows.</p><p></p><p>Also making sure that really problematic tech is dealt with or dealt out helps. Scry/Buff/Teleport was a D&D 3.5 kill switch at high level and it occurs in other games, If high level's even exists, it has to be dealt with. Allowing PC's to use it very occasionally lets them enjoy the investment but its a niche tactic. </p><p></p><p>In higher tech settings, basically anything that shows up on paranoid radio/Internet shows, Black Mirror or the like needs to be given a long look. My settings don't have tracking/correction nano vaccines, ubiquitous surveillance , combat robotics or items that would make adventuring go bye bye even if they are somewhat now or near future tech, The game play comes first.</p><p></p><p>This tends to make SF look like Traveller or maybe Firefly but that's good as it gives PC's plenty to do,</p><p></p><p>The last thing is that anything the PC's do, the other guy will and this includes tactics. If PC's pop HC smoke grenades or nageteppo so can the other guys. If the PC's kill NPC's in their sleep, the NPC's will respond and so on.</p></blockquote><p></p>
[QUOTE="Ace, post: 8081970, member: 944"] Being a game Judge/GM requires a flexible enough mind to keep up with players who are a notoriously devious lot. This is why a lot of people back in the day wouldn't even bother and always a Judge/GM never a player was a thing. As a general rule it helps to make sure that anything the player's understand the settings premises. Things like Iron Dude's Blasters can wreck stuff but aren't used to kill or that certain types of tech just aren't used for the same reason that nerve agent isn't commonly used and its a big deal when it is help a lot. Another example guns are considered to attract attention when used in monster hunting, can be used against you and if you are caught with illegal suppressors (I'm in the US and they are federally regulated) and auto weapons you are getting time but no one notices swords and bows. Also making sure that really problematic tech is dealt with or dealt out helps. Scry/Buff/Teleport was a D&D 3.5 kill switch at high level and it occurs in other games, If high level's even exists, it has to be dealt with. Allowing PC's to use it very occasionally lets them enjoy the investment but its a niche tactic. In higher tech settings, basically anything that shows up on paranoid radio/Internet shows, Black Mirror or the like needs to be given a long look. My settings don't have tracking/correction nano vaccines, ubiquitous surveillance , combat robotics or items that would make adventuring go bye bye even if they are somewhat now or near future tech, The game play comes first. This tends to make SF look like Traveller or maybe Firefly but that's good as it gives PC's plenty to do, The last thing is that anything the PC's do, the other guy will and this includes tactics. If PC's pop HC smoke grenades or nageteppo so can the other guys. If the PC's kill NPC's in their sleep, the NPC's will respond and so on. [/QUOTE]
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