"Milan Babuskov" <mbabuskov@yahoo.com> wrote in message
news:cmoqh4-5s1.ln1@milanws.saruman.dnsalias.org...
> If you add giant rats and teenage mutant ninja turtles to the sewers it
> might be even more fun. ;)
Well, having players find one of those "sewer alligator" urban legends down
in the pipes could be interesting, but dealing with regular rats can be a
chore in itself. ;-)
> No really, I found that sewers tend to ruin the game - being probably the
> best alternative way to go unnoticed, player might end up being in the
> sewer most of the time, and it is a depressing environment.
For urban exploration, sewers and storm drains are actually a highly sought
after location in some people's minds. I've been told by all explorers I've
polled, including sewers and drains is REQUIRED.
> Or perhaps I'm too much influenced by many RPGs I played. :)
Yeah, traditional RPGs differ in many ways from this project.
> P.S. what might be interested is ability to force open the elevator doors
> (and elevator cabin floor and ceiling) and climb/slide inside the
> building. Of course, breaking into office of construction company to steal
> the blueprints of building you're about to enter might be nice addition to
> the plot.
>
Being able to pry stuck doors could be handy, as well as sliding panels
aside to climb on top of or underneath an elevator car. But breaking and
entering is generally frowned upon in this hobby. I'm hoping to make it
somewhat "edutaining" by interweaving certain ethical considerations into
gameplay. Destruction of property (smashing windows, popping doors, etc..)
is frowned upon. Plus, it can be more of a challenge trying to find ways to
enter a building without just smashing a window. ;-)
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