|
#1
|
||||
|
||||
Just a little thought about radio broadcasts
Having had a lot of experience in radio use in the military, including operating in simulated EW environments, I have almost always in T2K games not made the ability to send or receive radio broadcasts an automatic thing.
In my mind, most radio use in T2K should be a task. For the most part, I make it an Easy task, based on either INT, EDU, or Electronics skill level (whichever is higher). This allows the success of radio use to be easily modified depending upon skill level, EW environment, the damage or disrepair to the radio, or possibly weather conditions (or anything else that may affect radio broadcasts). It also allows for jamming-counterjamming duels by PCs and NPCs, and those little "can you read me?" moments and possible misunderstanding of radio broadcasts. Attempts can be made with radio masts and jury-rigged antennas to extend the range and reception of broadcasts, with modifiers and difficulty levels again being easily made. More ideas?
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#2
|
|||
|
|||
I've done similar, to an extent. A lot of time I just don't care about it and just want to speed the game along. There have been times though where I've gone so far as to have the sending player write down the character's message verbatim and hand the paper to me. Based on is roll, I blacked out what did and didn't make it through and handed it to the receiving player. If the message was to me, I kept it there so I could remember what did and didn't make it through.
It's just a little added stressor on the average player that created some tense moments in games where it was appropriate.
__________________
Political Correctness is a doctrine, fostered by a delusional, illogical minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end. |
#3
|
||||
|
||||
suspense
if you enter into a scenario where the players must make rolls to get a radio connection, you can easily set up a situation where there is suspense in getting your own guys on the horn.calling in a report,a request for cas or evac etc .
The GM can even make the player roll ,then decide from his own task difficulty table wether or not the transmittion got through -keeping results from the players . it doesnt need to be the main attraction of the evening -but it certainly can add a little something to build a sense of urgency and pressure on the party. |
#4
|
||||
|
||||
Quote:
I think character with a military background would be able to use a radio though, or not? On a slightly different topic, i'm currently looking to buy a UHF radio. They have a range of about 5km and are mainly for vehicle to vehicle use. This surprised me, because my real life reason for getting a UHF radio was because i plan to do some desert driving and wanted a UHF radio in case i really got in trouble. So how would a radio with 5km help me? The answer i found out was ... relay stations. There are UHF relay stations across most of australia, meaning if you have LOS to a relay station then the UHF radio has a lot greater range. Reason for mentioning it here is if plaing in Australia or other countries, do they have relay stations, & more importantly would they still be in operation to make a UHF radio worthwhile? I dont know if relay stations need much or any maintenance. And i guess linking that into any PC skill sets/decisions.
__________________
"Beep me if the apocolypse comes" - Buffy Sommers |
#5
|
||||
|
||||
Quote:
__________________
"It is better to be feared than loved" - Nicolo Machiavelli |
#6
|
||||
|
||||
Quote:
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#7
|
|||
|
|||
Quote:
Very good idea I LIKE it!!!! |
#8
|
|||
|
|||
Like the idea. For we all know when we have transmitted information on one end of the radio, the idiot umm RTO on the other end relays the message with the same meaning...lol
Have to remember this one... |
#9
|
|||
|
|||
I also like it -- in the real world radios can be a huge headache, and this looks like it has the potential to replicate some of that. Garbled transmissions, missed transmissions, and such can all ratchet up the stress level in a situation.
|
#10
|
||||
|
||||
I totally agree, Paul. I use the electronics skill to determine success. I've found that most players neglect this skill as many players seem to perceive it as being a throw-away skill/waste of skill points. I don't think I've ever come across a PC identified (by the player) as a radioman.
I also think that radios should be assigned a wear value, just like vehicles and weapons. By 2000, most radios would be on their last legs or thereabouts. Wear value could determine broadcast range or modify a player's skill checks.
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | Search this Thread |
Display Modes | |
|
|