twilight2000-digest Wednesday, December 30 1998 Volume 1998 : Number 061 The following topics are covered in this digest: Re: favorite game session quotes Re: favorite game session quotes Re: Archive... Re: Archive... Re: Archive... Re: OICW Let's make an adventure... Re: OICW Re: Adventure? Vs: Adventure? Re: Adventure? One funny event in our game Adventure? VB: Adventure? Re: Adventure? Adventure? Re: Adventure? Adventure? Play by email game Re: Adventure? ---------------------------------------------------------------------- Date: Sun, 20 Dec 1998 22:28:09 -0600 From: Mitch Berg Subject: Re: favorite game session quotes I ran one campaign from 1987 to 1995. There was one guy - how to describe him? One of those schleps for whom gaming is much, much more interesting than real life. Short, fat, cleaned bedpans in a nursing home for minimum wage - but in the game world he was... ...a farce. A combination between Rambo, James Bond and Frank Burns. One of those irritating characters that "somehow" rolls 9+ in every attribute (or tries to) and is a GreenBeret/ElectricalEngineer/ZenKungFuMaster/IndianTrailGuide character with enough gear to give a platoon of weightlifters a hernia. He had this habit of ALWAYS carrying thermal imagers with him (for the inevitable Barret L50, no less). So on one bright, sunny day, I had him pick up a thermal signature near a tree, about 100 yards away. He closed, observing (through thermals, of course - never with the eyeball), closing, closing...to about 20 yards. Suddenly... Pffffft... The skunk doused his character. The rest of the party almost whizzed from laughing. Honestly, all the putz had to do was look ONCE with the eyeball, and he'da seen Pepe LePew! Mitch Berg Humanware Design - http://www.humanwaredesign.com/ (651)644-4192 User Interface Design, Usability Analysis and Information Engineering. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 20 Dec 1998 22:28:09 -0600 From: Mitch Berg Subject: Re: favorite game session quotes I ran one campaign from 1987 to 1995. There was one guy - how to describe him? One of those schleps for whom gaming is much, much more interesting than real life. Short, fat, cleaned bedpans in a nursing home for minimum wage - but in the game world he was... ...a farce. A combination between Rambo, James Bond and Frank Burns. One of those irritating characters that "somehow" rolls 9+ in every attribute (or tries to) and is a GreenBeret/ElectricalEngineer/ZenKungFuMaster/IndianTrailGuide character with enough gear to give a platoon of weightlifters a hernia. He had this habit of ALWAYS carrying thermal imagers with him (for the inevitable Barret L50, no less). So on one bright, sunny day, I had him pick up a thermal signature near a tree, about 100 yards away. He closed, observing (through thermals, of course - never with the eyeball), closing, closing...to about 20 yards. Suddenly... Pffffft... The skunk doused his character. The rest of the party almost whizzed from laughing. Honestly, all the putz had to do was look ONCE with the eyeball, and he'da seen Pepe LePew! Mitch Berg Humanware Design - http://www.humanwaredesign.com/ (651)644-4192 User Interface Design, Usability Analysis and Information Engineering. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 00:50:06 -0500 From: Christopher Wilson Subject: Re: Archive... MIDNIGHTGUARD@webtv.net (Rob Lebowsky) says: ) I remember someone asking a while back if there was an archive of ) messages sent to this list. I did some searching and could not find one ) myself. Hey there. The archive is at ftp://ftp.mpgn.com/Gaming/Twilight2000/MailingListArchive/ . Mike - -- Mike Wilson cmwilson@ntrnet.net Debian Linux! senseitachi wa boku wo fuan ni suru kedo sore hodo taisetsuna kotoba wa nakatta - --The Blue Hearts [shounen no shi] *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 20 Dec 1998 22:11:44 -0800 From: Derek Klein Subject: Re: Archive... At 12:50 AM 12/21/98 -0500, Mike Wilson wrote: > >Hey there. > >The archive is at ftp://ftp.mpgn.com/Gaming/Twilight2000/MailingListArchive/ . > >Mike > >-- >Mike Wilson cmwilson@ntrnet.net Debian Linux! >senseitachi wa boku wo fuan ni suru kedo >sore hodo taisetsuna kotoba wa nakatta >--The Blue Hearts [shounen no shi] Mike: That's the URL I have, but I can't access it & haven't been able to for weeks. Can anybody else get to it, or is it just me? Derek *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 01:35:01 -0500 From: Christopher Wilson Subject: Re: Archive... ) At 12:50 AM 12/21/98 -0500, Mike Wilson wrote: ) >The archive is at ftp://ftp.mpgn.com/Gaming/Twilight2000/MailingListArchive/ . ) That's the URL I have, but I can't access it & haven't been able to for ) weeks. Can anybody else get to it, or is it just me? Works for me -- I verified it before I sent the message. Even the article I responded to was in it. Mike - -- Mike Wilson cmwilson@ntrnet.net Debian Linux! senseitachi wa boku wo fuan ni suru kedo sore hodo taisetsuna kotoba wa nakatta - --The Blue Hearts [shounen no shi] *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 19:28:40 +1100 From: Peter Grining Subject: Re: OICW >It's more than just a scope that allows you to hit out that far...the >characteristics of the round itself are important here. If 75 meters is >around 800 meters (about average for a 7.62 NATO sniper rifle) than 70 >meters would be closer to say 600-700 (70) which I feel is closer to the >mark. Besides how long is the OICW 223 barrel compared to that of a >M-16A2? That would also give you some detai of range as well... > >I appreciate the info though...just a minor sticking point from me... > >T.R. The OICW 5.56mm barrel is a 10 inch steel barrel, the 20mm an 18 inch titanium. This is from the only ready source I have at hand, the Sept 98 'Popular Mechanics' article, so it may be incorrect. Somewhere else the requirement for the 5.56mm was given as 50% Ph at 600 metres. The 20mm was supposed to be effective out to 1200 metres. I'll check the library Janes when I get a chance. >Hi >Did you find some where that all 5.56N weapons can fire the new ammo? I'm >looking again, but seem too remember that the OICW was breached different or >something, can't remember. >Also how did you come up with your IFR for the 20mm, and I THINK the Pen >should be 2 because it mentioned a new body armor type that it defeated. >Not sure if the new body armor type was better than standard or just lighter >etc.. >Also for the sites is the 2 aimed shots for all ranges or just short? >Cheers >Loonz The OICW uses the same 5.56x45 mm round as the M16A2. The late 80s Army ACR project had exotic rounds like fletchette, duplex and caseless. The results of the that program were that the none of the contenders were sufficently superior, to warrant replacing the 5.56. has some info on the new AP round in the M4 weapons section. The fragible round is mentioned on the weapons forum. The 20mm range is given as 1200 metres. TOF to 1200 metres is given as 5.5 seconds so I've rated the direct range as 120 metres with NO indirect range. The armour vest mentioned AFAIK is the PASGT type. I could be wrong, so I'll check next chance I get. Here's one OICW URL: So you are correct, the pen for the 20mm should be 2. As for the sight I guess you can use it at any range as you don't get the +15 metres bonus for having a sight. The info on the F88 Steyr sight is from 'Australian Army Magazine No 5', December 90. It has some interesting info on the decision to go with the Steyr with x1.5 sight. Time to obtain a sight picture: x4 scope 4 seconds x1.5 scope 1.5 seconds iron sights 3 seconds The x1.5 sight was chosen as a x4 (UK SA80)sight would have restricted the field of vision, and was too delicate. the x1.5 can be used with both eyes open. Average grouping is 80mm at 100 metres, compared with 200mm for the 7.62mm SLR. This is for non-infantry sorts. Recoil of the Steyr is 4 joules and the SLR 14 joules. I've fired both weapons and have more confidence in the Steyr. Firing the SLR for the first time on a range, the best I could do (after assistance with zeroing) was 13/20 hits at 200 metres (man sized target). I've also fired the SLR off a moving ship and couldn't hit a small drum target in the water at around 50 metres. It takes too long for a sight picture with iron sights. Firing the Steyr off a ship we hit the target. The M4 has the option of using a similar type of sight (see the picture of the M4 Carbine system at the above special.operations site). I believe the German G36 also has this option. I've seen pictures of Israeli M16s with a HUD type sight. Other weapons have x1.5/4 sights, maybe the best of both worlds? The way to go is have the railing to mount whatever sight the user requires. Peter *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 16:37:39 +0100 From: "=?iso-8859-1?Q?Mathias_K=F6ppen?=" Subject: Let's make an adventure... This is a multi-part message in MIME format. - ------=_NextPart_000_0057_01BE2D00.39048500 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable The players are promised a ride to England (from where there still go = some boats back to States) by the boat crew in exchange for some fuel = (which exists only inside the city). The players may join the crew in a = direct assault or go for the sneaky approach or by joining the city and = then stealing or ... something completely different. Obviously, the boat crew won't give the players a ride to England so = when the players have gotten them the badly needed fuel they turn = against them. Mathias K=F6ppen - ------=_NextPart_000_0057_01BE2D00.39048500 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable The players are promised a ride to = England (from=20 where there still go some boats back to States) by the boat crew in = exchange for=20 some fuel (which exists only inside the city). The players may join the = crew in=20 a direct assault or go for the sneaky approach or by joining the city = and then=20 stealing or ... something completely different. Obviously, the boat crew won't give = the players=20 a ride to England so when the players have gotten them the badly needed = fuel=20 they turn against them. Mathias = Köppen - ------=_NextPart_000_0057_01BE2D00.39048500-- *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 10:23:39 -0700 From: Rogue09 Subject: Re: OICW > > The OICW 5.56mm barrel is a 10 inch steel barrel, the 20mm an 18 inch > titanium. This is from the only ready source I have at hand, the Sept 98 > 'Popular Mechanics' article, so it may be incorrect. Somewhere else the > requirement for the 5.56mm was given as 50% Ph at 600 metres. The 20mm was > supposed to be effective out to 1200 metres. I'll check the library Janes > when I get a chance. That is correct as near as I can tell from the materials I've seen when it comes to barrels lengths, though expecting a 10 inch barrel to hit out to 600 meters is asking a lot...even 50% of the time... I know that it can be done with the 14+ inch barrel of the M4 Carbine's to that far, but they run into the same problems as you would here... Much further than that and the round's themselves drop like a brick as they loose more and more energy... Though the op requirements for the 20mm were at least 1000 meters, I have the sites of both companies competiting for the design...let me know if you want them. T.R. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Dec 1998 12:45:28 -0000 From: David Elrick Subject: Re: Adventure? > Now we need somekind reason why this "Napoleon" is attacking to the city. Maybe its revenge or something very odd > reason. (Suggestions?) And we must invent how charaters get involved too. (Maybe "Napoleon" wants to hire players, and > players dont invent his mental sickness before its too late...coult be very funny...) (Peter Himberg) Perhaps 'Napoleon' is attacking the City simply to get past it. It could be (drawing from my own game) that the City has put a 'boom' (e.g. sunken nets, half-sunken boats, concrete blocks, etc.) across the navigable part of the river and is either controlling (charging tolls or robbing craft, say) access through the City or stopping it entirely for whatever reason. The player characters may get involved because river travel is the simplest, or least dangerous, way to get from where they are to where they are going (getting past some marauder bands, perhaps?). Maybe they've 'bought' passage on Napoleon's boat. Just some suggestions. Merry Christmas/Happy Hanukah/Latha Mhath/Happy Holidays/(insert appropriate greeting here) David Elrick - ------------------------------------------------------------------------ - ------------------------------------ Here three pretty girls we see - Faith, Hope and Charity. Faith was tested first, you know, at the Chelsea Flower Show. Hope was abandoned first, they say, on the sands at Whitley Bay. But while her parents were in Frome, Charity began at home. - ------------------------------------------------------------------------ - ------------------------------------ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Dec 1998 23:54:59 +0200 From: "Peter Himberg" Subject: Vs: Adventure? Ok. I would like to add somekind of turning point in is scenario. It would be a captains mental sickess or somekind another unexpected idea-plot (Suggestions?), but generally something that "turns" scenarios up-side-down and make this adventure different than "normal" encounter. Myself, I like to add sewers as places where charaters must/could use. Maybe they need to use them when they are attacking to the city? And maybe there are mines (left by a citydefenders) and deadly droppings... >Perhaps 'Napoleon' is attacking the City simply to get past it. It could >be (drawing from my own game) that the City has put a 'boom' (e.g. >sunken nets, half-sunken boats, concrete blocks, etc.) across the >navigable part of the river and is either controlling (charging tolls or >robbing craft, say) access through the City or stopping it entirely for >whatever reason. > >The player characters may get involved because river travel is the >simplest, or least dangerous, way to get from where they are to where >they are going (getting past some marauder bands, perhaps?). Maybe >they've 'bought' passage on Napoleon's boat. > > This is pretty good and realistic reason. > >David Elrick Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Dec 1998 17:58:10 -0500 From: "Loonz" Subject: Re: Adventure? 1. They have too steal it from a monastery? Setting them against the church in order to get a ticket home? 2. If they steal it the populace even though slaves, will surely go cold if the fuel is stolen? - -----Original Message----- From: Peter Himberg To: twilight2000@MPGN.COM Date: Tuesday, December 22, 1998 4:59 PM Subject: Vs: Adventure? Ok. I would like to add somekind of turning point in is scenario. It would be a captains mental sickess or somekind another unexpected idea-plot (Suggestions?), but generally something that "turns" scenarios up-side-down and make this adventure different than "normal" encounter. Myself, I like to add sewers as places where charaters must/could use. Maybe they need to use them when they are attacking to the city? And maybe there are mines (left by a citydefenders) and deadly droppings... >Perhaps 'Napoleon' is attacking the City simply to get past it. It could >be (drawing from my own game) that the City has put a 'boom' (e.g. >sunken nets, half-sunken boats, concrete blocks, etc.) across the >navigable part of the river and is either controlling (charging tolls or >robbing craft, say) access through the City or stopping it entirely for >whatever reason. > >The player characters may get involved because river travel is the >simplest, or least dangerous, way to get from where they are to where >they are going (getting past some marauder bands, perhaps?). Maybe >they've 'bought' passage on Napoleon's boat. > > This is pretty good and realistic reason. > >David Elrick Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 26 Dec 1998 14:59:21 +0200 From: "Peter Himberg" Subject: One funny event in our game Let me tell you one funny event, what happened when our gamegroup was playing merc:2000 scenario named "Operation roughing dragon". To pals, who dont know this scenario, a main mission of charaters is sneak and steal some petrochemical samples from island in Spratly archipelago and team must not leave any trace of they present. Ok, insertion is planned to make with rubberboat... One of my players, charater named "Owen noname" (as you can see, players had been difficulties to invent good charater names), team leader, wanted to camouflaged rubber boat after insertion. When I asked "How you gonna do that?" he answers (angry) "So good, that no one can found it even if he walked trough it." I wrote that on my notebook "No one can found it..." Then players went to investigate other parts of island. They found what they wanted (Heavy drilling samples) and start to go back to the boat... But where it was? Owen noname has forgot to to mark his boat location and now it is somewhere on the island in good camouflage. And charaters who carry those heavy drilling samples (rock) like very much this nonplanned action. After all, I give them to found that boat and continue scenario after 30min of intensive looking. ...and it was fun. Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 26 Dec 1998 14:55:40 +0200 From: "Peter Himberg" Subject: Adventure? >1. They have too steal it from a monastery? Setting them against the church >in order to get a ticket home? >2. If they steal it the populace even though slaves, will surely go cold if >the fuel is stolen? > 1. Ok, now put this all things together. My own try... Fuel is refinered by odd religious denomination, and "monks" stores fuel in cellar level of monastery. Monastery itself is very well guarded by citydefence forces and "war"-monks. Straight get in wont be possible and charaters must use another way. This another level is sewers. Sewers are guarded too, but not so good as surface level. There are lots of mines, traps (fuel) and blocked hallways/pipes. To steal fuel, charaters must use monastery own pump-system (There could be a somekind pipeline to harbour or oilfields.) to move fuel in "Napoleons" ship (Maybe captains have ferry for this). This pump-action could be do sametime as "Napoleons" attacks to city (This may get citydefence forces go to harbour and give some extratime to charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in to the intensive action in closed area, add odd war-monks with this, and you have a very exotic scenario. Suggestions? Pietu Old text: > > >Ok. I would like to add somekind of turning point in is scenario. It would >be a captains mental sickness or somekind another unexpected idea-plot >(Suggestions?), but generally something that "turns" scenarios up-side-down >and make this adventure different than "normal" encounter. Myself, I like to >add sewers as places where charaters must/could use. Maybe they need to use >them when they are attacking to the city? And maybe there are mines (left by >a citydefenders) and deadly droppings... > >>Perhaps 'Napoleon' is attacking the City simply to get past it. It could >>be (drawing from my own game) that the City has put a 'boom' (e.g. >>sunken nets, half-sunken boats, concrete blocks, etc.) across the >>navigable part of the river and is either controlling (charging tolls or >>robbing craft, say) access through the City or stopping it entirely for >>whatever reason. > >> >>The player characters may get involved because river travel is the >>simplest, or least dangerous, way to get from where they are to where >>they are going (getting past some marauder bands, perhaps?). Maybe >>they've 'bought' passage on Napoleon's boat. >> >> > This is pretty good and realistic reason. >> >>David Elrick > > >Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 27 Dec 1998 20:43:34 +0100 From: "=?iso-8859-1?Q?Mathias_K=F6ppen?=" Subject: VB: Adventure? What about that the characters are caught by this Napoleon and stripped all their gear "just in case they try to turn on us..." (they will it get back when the fuel is pumped out to the boat). This would make it quite interesting to see how the characters manage without their "toys". Maybe they are allowed to keep pistols and close combat weapons (knives etc). Otherwise, I like what I read below. Mathias Köppen >>1. They have too steal it from a monastery? Setting them against the church >>in order to get a ticket home? >>2. If they steal it the populace even though slaves, will surely go cold if >>the fuel is stolen? >> > 1. Ok, now put this all things together. My own try... > Fuel is refinered by odd religious denomination, and "monks" stores fuel in cellar level of >monastery. Monastery itself is very well guarded by citydefence forces and "war"-monks. Straight >get in wont be possible and charaters must use another way. This another level is sewers. >Sewers are guarded too, but not so good as surface level. There are lots of mines, traps (fuel) >and blocked hallways/pipes. To steal fuel, charaters must use monastery own pump-system >(There could be a somekind pipeline to harbour or oilfields.) to move fuel in "Napoleons" ship >(Maybe captains have ferry for this). This pump-action could be do sametime as "Napoleons" >attacks to city (This may get citydefence forces go to harbour and give some extratime to >charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in to the intensive action >in closed area, add odd war-monks with this, and you have a very exotic scenario. Suggestions? Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 27 Dec 1998 16:17:31 -0500 From: "Loonz" Subject: Re: Adventure? what fun is it without the toys? - -----Original Message----- From: Mathias Köppen To: TW2000 Mailing List Date: Sunday, December 27, 1998 2:45 PM Subject: VB: Adventure? What about that the characters are caught by this Napoleon and stripped all their gear "just in case they try to turn on us..." (they will it get back when the fuel is pumped out to the boat). This would make it quite interesting to see how the characters manage without their "toys". Maybe they are allowed to keep pistols and close combat weapons (knives etc). Otherwise, I like what I read below. Mathias Köppen >>1. They have too steal it from a monastery? Setting them against the church >>in order to get a ticket home? >>2. If they steal it the populace even though slaves, will surely go cold if >>the fuel is stolen? >> > 1. Ok, now put this all things together. My own try... > Fuel is refinered by odd religious denomination, and "monks" stores fuel in cellar level of >monastery. Monastery itself is very well guarded by citydefence forces and "war"-monks. Straight >get in wont be possible and charaters must use another way. This another level is sewers. >Sewers are guarded too, but not so good as surface level. There are lots of mines, traps (fuel) >and blocked hallways/pipes. To steal fuel, charaters must use monastery own pump-system >(There could be a somekind pipeline to harbour or oilfields.) to move fuel in "Napoleons" ship >(Maybe captains have ferry for this). This pump-action could be do sametime as "Napoleons" >attacks to city (This may get citydefence forces go to harbour and give some extratime to >charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in to the intensive action >in closed area, add odd war-monks with this, and you have a very exotic scenario. Suggestions? Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 29 Dec 1998 23:18:10 +0200 From: "Peter Himberg" Subject: Adventure? >What about that the characters are caught by this Napoleon and stripped all their gear "just in case they try to turn on us..." (they will it get back when the fuel is pumped out to the boat). > >This would make it quite interesting to see how the characters manage without their "toys". Maybe they are allowed to keep pistols and close combat weapons (knives etc). This could be a hard thing to manage. With my experience, players could turn agaist "Napoleon" and try to kill him. Maybe there is some other way to "drop off" charaters toys. One way, could be a remember players that gun fight in sewers where fuel gas is possible are not a good thing. Thermal goggles are the bad ones. I really dont like it. Maybe they are out of batteries? >Otherwise, I like what I read below. > >Mathias Köppen > > > >>>1. They have too steal it from a monastery? Setting them against the church >>>in order to get a ticket home? >>>2. If they steal it the populace even though slaves, will surely go cold if >>>the fuel is stolen? >>> > >> 1. Ok, now put this all things together. My own try... >> Fuel is refinered by odd religious denomination, and "monks" stores fuel in cellar level of >>monastery. Monastery itself is very well guarded by citydefence forces and "war"-monks. Straight >>get in wont be possible and charaters must use another way. This another level is sewers. >>Sewers are guarded too, but not so good as surface level. There are lots of mines, traps (fuel) >>and blocked hallways/pipes. To steal fuel, charaters must use monastery own pump-system >>(There could be a somekind pipeline to harbour or oilfields.) to move fuel in "Napoleons" ship >>(Maybe captains have ferry for this). This pump-action could be do sametime as "Napoleons" >>attacks to city (This may get citydefence forces go to harbour and give some extratime to >>charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in to the intensive action >>in closed area, add odd war-monks with this, and you have a very exotic scenario. > > >Suggestions? > >Pietu > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 29 Dec 1998 21:12:01 -0500 From: "Loonz" Subject: Re: Adventure? Maybe they have too pose as monks, thus there possible load would be severely limited. - -----Original Message----- From: Peter Himberg To: twilight2000@MPGN.COM Date: Tuesday, December 29, 1998 7:57 PM Subject: Adventure? >What about that the characters are caught by this Napoleon and stripped all their gear "just in case they try to turn on us..." (they will it get back when the fuel is pumped out to the boat). > >This would make it quite interesting to see how the characters manage without their "toys". Maybe they are allowed to keep pistols and close combat weapons (knives etc). This could be a hard thing to manage. With my experience, players could turn agaist "Napoleon" and try to kill him. Maybe there is some other way to "drop off" charaters toys. One way, could be a remember players that gun fight in sewers where fuel gas is possible are not a good thing. Thermal goggles are the bad ones. I really dont like it. Maybe they are out of batteries? >Otherwise, I like what I read below. > >Mathias Köppen > > > >>>1. They have too steal it from a monastery? Setting them against the church >>>in order to get a ticket home? >>>2. If they steal it the populace even though slaves, will surely go cold if >>>the fuel is stolen? >>> > >> 1. Ok, now put this all things together. My own try... >> Fuel is refinered by odd religious denomination, and "monks" stores fuel in cellar level of >>monastery. Monastery itself is very well guarded by citydefence forces and "war"-monks. Straight >>get in wont be possible and charaters must use another way. This another level is sewers. >>Sewers are guarded too, but not so good as surface level. There are lots of mines, traps (fuel) >>and blocked hallways/pipes. To steal fuel, charaters must use monastery own pump-system >>(There could be a somekind pipeline to harbour or oilfields.) to move fuel in "Napoleons" ship >>(Maybe captains have ferry for this). This pump-action could be do sametime as "Napoleons" >>attacks to city (This may get citydefence forces go to harbour and give some extratime to >>charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in to the intensive action >>in closed area, add odd war-monks with this, and you have a very exotic scenario. > > >Suggestions? > >Pietu > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Dec 1998 17:19:56 +0200 From: "Peter Himberg" Subject: Adventure? >Maybe they have too pose as monks, thus there possible load would be >severely limited. Yeah. Thats a good one. Image acting, mistakes and so on... do you think that players have needed skills to pump fuel or do they have to take somekind expert with? This expert could be some old member of citypeople or just a old oil/pump/pipe worker? Let say that expert is a little bit a alcoholic... Overall this scenario is started to look nice. Now lets put all things together and see do we miss something. Pietu (little sniped here) > >>What about that the characters are caught by this Napoleon and stripped all >their gear "just in case they try to turn on us..." (they will it get back >when the fuel is pumped out to the boat). >> >>This would make it quite interesting to see how the characters manage >without their "toys". Maybe they are allowed to keep pistols and close >combat weapons (knives etc). > > >This could be a hard thing to manage. With my experience, players could turn >agaist "Napoleon" and try to kill him. Maybe there is some other way to >"drop off" charaters toys. One way, could be a remember players that gun >fight in sewers where fuel gas is possible are not a good thing. Thermal >goggles are the bad ones. I really dont like it. Maybe they are out of >batteries? > > > > >>Otherwise, I like what I read below. >> >>Mathias Köppen >> >> >> >>>>1. They have too steal it from a monastery? Setting them against the >church >>>>in order to get a ticket home? >>>>2. If they steal it the populace even though slaves, will surely go cold >if >>>>the fuel is stolen? >>>> >> >>> 1. Ok, now put this all things together. My own try... >>> Fuel is refinered by odd religious denomination, and "monks" stores >fuel in cellar level of >>>monastery. Monastery itself is very well guarded by citydefence forces and >"war"-monks. Straight >>>get in wont be possible and charaters must use another way. This another >level is sewers. >>>Sewers are guarded too, but not so good as surface level. There are lots >of mines, traps (fuel) >>>and blocked hallways/pipes. To steal fuel, charaters must use monastery >own pump-system >>>(There could be a somekind pipeline to harbour or oilfields.) to move fuel >in "Napoleons" ship >>>(Maybe captains have ferry for this). This pump-action could be do >sametime as "Napoleons" >>>attacks to city (This may get citydefence forces go to harbour and give >some extratime to >>>charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in >to the intensive action >>>in closed area, add odd war-monks with this, and you have a very exotic >scenario. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Dec 1998 14:37:32 -0500 (EST) From: Albert Behnke Subject: Play by email game I have several openings in a pbem that I am running. If anyone is interested email me privately at one of the email addresses below. mormegil@longyear.acs.nmu.edu or rochkano@hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Dec 1998 14:42:40 -0500 From: "Loonz" Subject: Re: Adventure? To fill a ship? (Being in the Navy and all), yes that should be a skill thats needed. If the PC has a real hi Mechanic skill 5+, and a good Intel 7+, they could figure out how too do it and not sink the ship or blow them selves up. (v2.2) - -----Original Message----- From: Peter Himberg To: twilight2000@MPGN.COM Date: Wednesday, December 30, 1998 10:24 AM Subject: Adventure? >Maybe they have too pose as monks, thus there possible load would be >severely limited. Yeah. Thats a good one. Image acting, mistakes and so on... do you think that players have needed skills to pump fuel or do they have to take somekind expert with? This expert could be some old member of citypeople or just a old oil/pump/pipe worker? Let say that expert is a little bit a alcoholic... Overall this scenario is started to look nice. Now lets put all things together and see do we miss something. Pietu (little sniped here) > >>What about that the characters are caught by this Napoleon and stripped all >their gear "just in case they try to turn on us..." (they will it get back >when the fuel is pumped out to the boat). >> >>This would make it quite interesting to see how the characters manage >without their "toys". Maybe they are allowed to keep pistols and close >combat weapons (knives etc). > > >This could be a hard thing to manage. With my experience, players could turn >agaist "Napoleon" and try to kill him. Maybe there is some other way to >"drop off" charaters toys. One way, could be a remember players that gun >fight in sewers where fuel gas is possible are not a good thing. Thermal >goggles are the bad ones. I really dont like it. Maybe they are out of >batteries? > > > > >>Otherwise, I like what I read below. >> >>Mathias Köppen >> >> >> >>>>1. They have too steal it from a monastery? Setting them against the >church >>>>in order to get a ticket home? >>>>2. If they steal it the populace even though slaves, will surely go cold >if >>>>the fuel is stolen? >>>> >> >>> 1. Ok, now put this all things together. My own try... >>> Fuel is refinered by odd religious denomination, and "monks" stores >fuel in cellar level of >>>monastery. Monastery itself is very well guarded by citydefence forces and >"war"-monks. Straight >>>get in wont be possible and charaters must use another way. This another >level is sewers. >>>Sewers are guarded too, but not so good as surface level. There are lots >of mines, traps (fuel) >>>and blocked hallways/pipes. To steal fuel, charaters must use monastery >own pump-system >>>(There could be a somekind pipeline to harbour or oilfields.) to move fuel >in "Napoleons" ship >>>(Maybe captains have ferry for this). This pump-action could be do >sametime as "Napoleons" >>>attacks to city (This may get citydefence forces go to harbour and give >some extratime to >>>charaters.) or in somekind secrecy (ex. at night). Anyway charaters get in >to the intensive action >>>in closed area, add odd war-monks with this, and you have a very exotic >scenario. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ End of twilight2000-digest V1998 #61 ************************************