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Help with GMing urban adventure

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  • #16
    Thanks to all for the input.

    You all gave a whole bunch of new ideas to study and implement.

    As far as the the rate of encounters when on the move I am working on a hybrid mechanics where time as space predict the rate of encounters e.g. 1 encounter check per hour, 1 encounter check when they decide to enter a new street, 1 encounter check when they enter a building (depending on damage contition, possibilty of inhabitance, e.t.c.). But I have not conclude on the details. I still have to play-test it. I will give it a try (due to heavy "regular work load" to present it in a few days for you to review and criticize.

    Finally, does anybody has any idea regarding the water issue in an urban environment

    Thanks again

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    • #17
      Originally posted by Geowar View Post
      Thanks to all for the input.Finally, does anybody has any idea regarding the water issue in an urban environment.
      I'd bump up the chance of waterborne disease a lot on the tables listed in the book due to the prevalence of chemicals and human waste (more so if its a populated city). Cholera especially.

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      • #18
        Don't specify a set period between each encounter, just run them whenever the situation feels right. Can still randomly roll each one up, but as long as they're not standing on each others toes and interferring with each other, it's all good (unless you WANT a three way encounter).
        If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

        Nothing happens in isolation - it's called "the butterfly effect"

        Mors ante pudorem

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        • #19
          Originally posted by Legbreaker View Post
          Don't specify a set period between each encounter, just run them whenever the situation feels right. Can still randomly roll each one up, but as long as they're not standing on each others toes and interferring with each other, it's all good (unless you WANT a three way encounter).
          +1 to that. A few other thoughts:

          - If you figure out who is in the city and where they are, you can have encounters every time the PCs move into their area (don't even need to roll).

          - Cities compress people into a smaller space than normal (including in T2K). If two groups are living 200m apart from each other, an encounter with one (e.g., a firefight) can be detected by the other. Then you need to think about what their reaction will be to that.

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