Re: Re: Assembling a Tricky Situations List
See, when I did a Sci Fi game, I avoided this by simply not making resistances
involved where weights and measures were relevant. For instance, the FTL
drive worked a certain way, and jumped a certain distance. That just was. The
engine's abilities had to do with "sturdy", "push beyond limits", "falls
apart easily", etc. So it was only when they wanted to do something dramatic
that the engine's stats came into play. Everything else was defined with
On March 9, 2007 11:10 am, nichughes2001 wrote:
> When I tried writing up something for a SF PBEM idea it did not work
> so well - modern or futuristic humans are educated from an early age
> in weights and measures and descriptions really should reflect that.
> Not that it makes much difference to the mechanics of the game but
> players can get hung up on why one 500kg object is a different
> resistance level to another.
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