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Post by Captain Rachel on Jul 22, 2011 18:10:32 GMT
Okay, my players are a group of humans who have been kidnapped by a TARDIS who needs them to find her Time Lord. They've just found out that The New New York Museum Of Natural History has a Time Lord artifact that they need to acquire. They can either go in during the day, grab the thing and run, or they can sneak in at night.
Now the problem I have is the sneaking part. I'm having trouble figuring out how to run this. My tentative plan is for there to be 3 "security features" that I'll be rolling dice to see if they're tripped or not.
1. Security Guards on Patrol. 5 in total, 2 on each floor and 1 watching the cameras. I've got stats for them, but I need some way to... well I guess roll "random encounter" to see if the group is detected by the ones on patrol. 2. Security Cameras I'm thinking some kind of luck + stealth roll for if they are a) captured on camera and b) seen by the sleepy guard watching the cameras. (The end result of which would be a security guard encounter.) 3. The Item Itself So the item they're getting is one of those white Time Lord "mail" things which we saw in The Doctor's Wife. It's on display as a "weird thing found in a dig" so it's in a glass box with a pressure plate that will notice if it's lifted/moved.
Anyone got any suggestions for how I can roll these three things? Or suggestions for the "Episode" in general?
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Post by Craig Oxbrow on Jul 23, 2011 0:20:02 GMT
You could come up with patrol patterns, let the PCs work them out and consider ways that they can go wrong, but ultimately is it more interesting to have the guards spot them and give chase, or not? This is why DWAITAS doesn't generally have random encounters. Security guards in Doctor Who mostly exist to chase the PCs off, capture the PCs and take them to the villain, be killed by villains stealing exhibits or monsters emerging from exhibits, or very occasionally to turn out to be heroic Autons. I'd also look at the quality of the players' plan, and put it down to luck if it's iffy and the PCs don't have any relevant experience or let it slide if they do. Aside from that, will the Hypercube respond to the PCs as they approach or touch it, to the TARDIS, or to some other stimulus? There's nothing like a sudden flash of light and a real-seeming holographic display to distract chasing security guards, or all the power in the museum going off...
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Post by Captain Rachel on Jul 23, 2011 1:22:45 GMT
Right now the plan is to have the Hypercube "turn on" when the PCs get back to the TARDIS. (However it's broken, so the PCs only get something along the lines of "Celestial Intervention Agency Agent [Instert name here] reporting..." before it becomes garbled nonsense. Their TARDIS will then send them on a fetch quest for the techno-babble part.)
I didn't think of how much more interesting it is to have them be chased, especially if some sort of security gates come down between the players and their TARDIS... *gets that evil DM grin we all love to hate* I could also throw in some sort of reference to an "Episode" which is going to happen later in the "season". *cough*slenderman*cough*
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