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Re: Tech heavy vs. Magic heavy game
Posted: Sat Aug 20, 2011 1:50 pm
by Looonatic
I've always found the rivalry between magic and technology to be a valuable theme in some of my games. There's as much fun in staking vampires by the score with a hyperion juicer and a sackful of wooden throwing knives as in teleporting a plasma grenade into the pilot's compartment of a Glitter Boy.
I love placing my players in situations where ingenuity is the currency of the realm rather than brute force.
Re: Tech heavy vs. Magic heavy game
Posted: Mon Aug 22, 2011 11:14 am
by Severus Snape
Based on your post, the first thing you should do is try to change your attitude about non-magic/psionic using characters. You've already got it in your mind that they are puny or weak, so unless you change your thinking you won't be able to move to a tech-based game.
Soemthing to try: eliminate magic and psionics altogether in a campaign you run, thereby forcing everyone (yourself included) to use nothing but technology. No techno-wizards, no races with innate psionic abilities (I'm looking at you, Prometheans), no coalition dog boys - nothing with magic or psionics. Force yourself to design a campaign based solely around technology with no magic or psionics at all. I sound like a broken record, but the idea has to stick in your brain. Even if you set up some encounters and don't like them because they don't have magic or psionics, DO NOT ALTER THEM!
One last thing: Do not assume that because you would prefer magic and psionics that your players are the same way. Everyone has their favorites, and there's nothing wrong with that. Me personally? I prefer cyborgs and robots. But I'm always up for a change to something else. For all I know, your players love magic and psionics and are happy with the game. On the other side, they may be sick of magic and psionics and want to go a different direction. Talk with them and find out what they are expecting out of a campaign, and pitch the idea of a tech-based game and see what they say.