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Re: [BNW] Teleporters
>There's so many factors there, it's hard to comment. For one thing, if
>your
>"active" PC types set out to do that kind of thing, then obviously you _do_
>make it possible. Kind of a boring adventure if you say, "Oops, sorry, all
>the plans are destroyed and the security precautions are too tight - pick
>another objective tonight."
>
I should have been a little more specific there. Obviously, if your players
are trying to go for something _too_ earthshattering ("Let's kill Kennedy
tonight!"), you shouldn't hand them the keys. But there's lots of stuff of
lesser but still significant import that they might decide to do that, to
some degree, you're going to have to let them succeed at if they are
interested in taking that route.
Although I'm still kinda curious as to what precautions Kennedy can and does
take against attackers during open-air speeches (like the one shown on page
77). Seems like one kamikaze Teleporter with a good-size bomb could take
him out. And as for power-nullification fields...see my previous post.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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