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Old 01-30-2013, 09:21 PM   #47
Jasonft
 
Join Date: Aug 2008
Default Re: Pros and cons of growing your own island nation?

Quote:
Originally Posted by Rune View Post
So, say you succeed in making your own island and all that. How will that break your GMs' game? You will now have a one trick pony on an island in the middle of the Pacific and the villains will be free to roam everywhere else on the globe.

And when you somehow manage to enter combat all you can do is threaten to start a volcano or move earth on their heads. - Tactics that will usually be frowned upon by most governments - and probably also by yourself should this combat happen to take place on your new created island.
The idea started when I began considering what I could do with a standard wizard out of Fantasy built on 500 points. Little things like Magery 10 and the fact that the campaign world has mad scientists that could build me a fusion power plant just to power my spells made me realize I could do damn near anything I wanted.

Drop a Volcano on them? Heh. Only if I felt like being ridiculous.

The various methods of growing an island I just find fascinating. There are a lot of areas in GURPS I haven't really looked at.
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