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#1 |
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Join Date: Sep 2004
Location: Yucca Valley, CA
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At great penalty, and a slight fatigue cost, you can go there. The same penalty applies when coming back, and if you fail, you die. Or you can be killed by the bizarre denizens, which may come from your own head. So why would you want to go in the first place?
Sure, it's a cool place to have weird adventures, but the PC needs to have motivation. Am I missing something? Psi-Tech gives one reason, to get around astral barriers, which sounds practical, and Psionic Powers gives another, a vague hope of finding answers to questions, with no particular mechanic. Are there other benefits? Can you enter the inner astral from Idaho, emerge in the outer astral vicinity of Los Angeles? If the answer depends on what the GM does with it, I'd be interesting in hearing what other GMs have done. Thank you, GEF |
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#2 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
a) The McGuffin is there. b) Some clue is there. c) Some person that you need to speak with is there. d) The fortress of the big bad is there. |
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#3 | |
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Join Date: Dec 2007
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Then of course there's the other reason to go there. Because the problem whatever it is, is coming from there. However it inherently has the Netrunner problem. |
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#4 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
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__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#5 |
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Join Date: Sep 2004
Location: Yucca Valley, CA
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Thanks for the responses. Sir Pudding, you've reminded me of several ways I can coerce PCs to go there, but my question is really toward routine utility. RPK's answers likewise go to reasons of plot, and the specific examples fit a fantasy idiom more than scifi, even soft scifi. Looks like the utility depends solely on how the GM develops it. Alas, I was hoping to avoid having to map a world that's bigger than the world. -GEF
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#6 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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It's not different from the "routine utility" of having to go anywhere that's difficult to get to. What's the routine utility of going to Antarctica or diving into the ocean in the same campaign?
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#7 |
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Join Date: Dec 2007
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#8 | |
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Join Date: Dec 2012
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Quote:
In my games, Faerieland and various fictional realms exist there, allowing campaignes where you might have tea with Harry Potter in one adventure, and run away from Klingons the next, all the while trying to track down the over-arching villain, who might be a psi from the real world, a spirit from myth, or an escaped fictional character (haven't run one of those, but it's an option for the Five Earths setting in my signature). In other words, it's an alternative to or specific variant of an Infinite Worlds setting. Such games aren't for everyone, though. OTOH, they can make for a fun break from a more serious game.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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