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  #1  
Old 07-12-2010, 12:13 AM
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pmulcahy11b pmulcahy11b is offline
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Default 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?
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Old 07-12-2010, 03:42 AM
Eddie Eddie is offline
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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.
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Old 07-12-2010, 04:20 AM
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Default 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.
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Old 07-12-2010, 04:21 AM
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Quote:
Originally Posted by Eddie View Post
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
Great idea. Especially in a ftf game.

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.
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Old 07-12-2010, 05:19 AM
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Quote:
Originally Posted by Eddie View Post
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.
Clever. I like it.
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Old 07-12-2010, 05:54 AM
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Quote:
Originally Posted by Eddie View Post
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.
I've used that. Keeps players guessing. Or you black out sections and then write a "misunderstanding" of the radio message in some places. You write something that sounds similar, but not the same, as the sending player said.
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  #7  
Old 07-12-2010, 06:32 AM
mikeo80 mikeo80 is offline
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Quote:
Originally Posted by Eddie View Post
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.
Very Evil

Very good idea

I LIKE it!!!!
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  #8  
Old 07-12-2010, 07:07 AM
Abbott Shaull Abbott Shaull is offline
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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...
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Old 07-12-2010, 02:50 PM
HorseSoldier HorseSoldier is offline
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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.
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Old 07-12-2010, 04:44 PM
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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.
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  #11  
Old 07-13-2010, 06:26 PM
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http://www.hobbytron.com/Professiona...-In-A-Box.html

here some qood equipment for radio broadcasting
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