Mike replied to me: > A hallow world that is dying? Hello Mike,
if we're talking about a world, a complete investigation is out of the question. You'd need a planetary map, some idea how the players get to the interesting bits (a control center?), and a floorplan of those key locations. In a way, the derelict ceases to be a vehicle. I once designed a con game where the players had half a dozen different paths to the lair of the bad guys, in the hope that they'd find at least one set of clues. In a regular game, you can accept a few blind alleys, but not at a con. Compare that to boarding a wreck -- the players will have to decide where they go in, but if it is interesting/important and not too dangerous, they might well go through every single compartment for clues. Imagine what would happen if NASA found the wreck of an alien spacecraft, every recovered scrap would go under a microscope! > Its central AI needs help to repair damage done by its builders > descendants with the godlike powers that they have. People still living in the derelict? I hadn't considered that so far. The descendants would turn it into a first contact situation, with the AI to complicate things even further. A first contact where the scouts have to find archaeological clues sounds too complicated for a game. Players would focus on the living aliens, try to talk to them. > Different groups are captured by different factions or ?? As a GM, I wouldn't split the party that way. Until they break out or get rescued, at least half of the players sit idle. And I'm reluctant to run "capture" adventures -- unless they are done perfectly, the players will focus on the constraints, not their remaining options for action. That can be frustrating. Regards, Onno PS - please keep this on GURPSnet. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
