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Thread: Plot Device: Techlandia

  1. #1
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    Plot Device: Techlandia

    I'm just throwing this out to see if anyone likes it and can use it.

    The most scientificly advanced character in your group is approached by Dr. Destroyer, either in person, or by proxy. He has this to say:

    "My agents have discovered a hidden jungle valley in (remote location of GM choice). This valley is unique in that normal laws of physics do not apply there. To be precise, it is impossible to use ANY form of technology there. Internal combustion engines will not work, batteries will not work, even spring-driven radio will not work. Nor does it end there. If you stand on a lever, or use a block and tackle there is no multiplication of force. Flint will not start fire, friction (if created with tools as opposed to rubbing one's hands together) will not create heat. Weights and measures will not balance. Even simple writing is impossible, as pens, pencils, and even simple sticks will disintigrate if used for such purpose. Indeed, the only record I have of the place was created by an enterprising young agent who created a clay tablet with his bare hands and drew a map with the ball of his thumb. Of course he has been suitably rewarded..."

    "I believe this valley was once the home of an advanced race that was destroyed in a cataclysm of some sort. Bits of molten metal found in stream beds confirm this. I wish to investigate this further, but I am myself unable to set foot in this valley for obvious reasons. Investigate this matter for me and you will be rewarded..."

    How Destroyer rewards the player is left to the GM. Could be as simple as returning the hostages, to his agreeing to help with a player problem.

    As to why the valley is the way it is, well it's only a plot device. You have to come up with the rest on your own

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    Re: Plot Device: Techlandia

    Quote Originally Posted by rbezold
    If you stand on a lever, or use a block and tackle there is no multiplication of force.

    As to why the valley is the way it is, well it's only a plot device. You have to come up with the rest on your own
    Bit obvious it is a death trap: if levers don't work, good luck moving...your skeleto-muscular system uses that very principle to get you about.

    I'd run with, "Dr Destroyer, you are under arrest!" Ka-ka-boom!
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    Re: Plot Device: Techlandia

    The whole "technology doesn't work here" bit is a classic bit of really bad comic-book-physics.

    The human body functions on the same basic principles as everything else.

    No levers, no hydraulics, no electrical charges...no life.


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    Re: Plot Device: Techlandia

    Quote Originally Posted by Kristopher
    The whole "technology doesn't work here" bit is a classic bit of really bad comic-book-physics.

    The human body functions on the same basic principles as everything else.

    No levers, no hydraulics, no electrical charges...no life.
    That's only true if the anti-technology effect is do to a comic-book-physics related effect (i.e. anti-technology radiation).

    But if it's based on comic-book-metaphysics it's an entirely different thing. It could be magic that is supressing all technology.

    This can be seen quite clearly where the intended use of the object effects what happens, the piece of charcoal used to draw a cave painting vs. piece of charcoal used to write a letter. The charcoal would disintegrate writing the letter under this system pointing quite heavily towards a metaphysical or transcendental property of the object being what is affected.

    Under this interpretation it is obvious why the human body doesn't just shut down and expire.

    TB

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    Re: Plot Device: Techlandia

    Looks like The Living Land has arrived in the CU. Champions/TORG crossover anyone?

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    Re: Plot Device: Techlandia

    At its base, the anti-tech effect work allow tech to work if it in involves any type of human-manufactured material. This would automatically rule out most common types of tech, such as power-armor, radios, and any electronic devices.

    However, as to whether other items work or not, you can base that on the plot of the adventure. For example, if the Scarlet Archer has not been the central character of a story in a while, you can say that his bow and arrows are non-tech enough that they still work, though maybe not the trick arrows. If he was the central character of the last several stories, however, you can always determine that because his bow, the bowstring, and the arrows were manufactured on man-made tools, they won't work. (But remember this rationale when determining the other characters powers).

    To be close to the restriction that was presented in the original premise, you could use a similar rationale as this. For example, the explorer's lever didn't work because they had to drag a log over to the rock-fulcrum, and therefore the lever is of "human manufacture." The same would occur with the pulley, if the person threw the rope over the tree.

    However, to get around the limitation as to the human body, you could say that the effect does not apply to organic tech. Therefore, the human body would not be affected by the anti-tech effect. For an added twist, you could also say that the effect does not apply to techno-organic technology. As the explorers probably did not have any such items with them, they could not observe this exception. However, maybe Dr. Destroyer (or whoever commissions the trip) believes this may be the situation, and he wants the characters to explore and find out (though of course he doesn't tell the PC's about his suspicions straight out). Then, its up to you to decide whether such tech exists. And if their are inhabitants, couldn't they have used such tech to hide their presence from the original explorers?

    This is just off the top of my head. Pick to your hearts content.
    Last edited by Battlestaff; Oct 25th, '04 at 05:40 AM.
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