[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HoE] Re: Tech Level



In a message dated 98-12-20 23:56:53 EST, you write:

<< 
 Howdy,
 	I was just wondering if anybody else had a problem with the tech level in
 the game. >>

Two points to keep in mind...

1. Once the Ghost Rock bomb was invented, Mad Scientists were not getting any
further help.  They accomplished their goal.  If anything, the manitous would
have hindered any further developements (except for improvements on the bomb).

2. The players have to relate to whatever technology level you use, and the GM
has to run it.  The amount of advancement which could be possible is really
beyond our ability to imagine.  Do you think anyone in 1898 had any reference
for what the world was is like today?  By keeping the tech level at near
current day, you avoid having to re-invent every little thing your players are
going to touch.  Otherwise you spend more time dealing with the tech than you
do playing the game, and that will kill an RPG faster than anything else.

3. Ok, there are three points.  The last production line (with one or two
exceptions) stopped thirteen years before.  Most things are busted or very
fragile with a scarcity of replacement parts.   Electrical power is going to
be rare, so most tech goes right out the window.  And yes, I know that there
are generators and junker devices, but they are going to be rare as well --
you have to find it, you have to fix it, and you have to feed it.  Ghost rock
doesn't grow on trees.

Short form -- if you want some particular hi-tech item, invent it and let your
players find it.  Otherwise don't worry about tech, and don't let it get in
the way of telling a story.  

Jeff