From: Doug Evans <devans@n...>
Date: Mon, 5 Feb 2001 06:33:18 -0600
Subject: FTII and Re: Counter terrorism FMA was Alien terrain
*** > How do you simulate surprise? Surprise and swift decisive action seem In a hostage situation, the terrorists will have adopted a "standard" operating procedure in terms of placements, sentry duties, and communication. They will continue in that procedure until activated by an alert or an attack. *** Depending how quickly things 'go wrong' for the CT side, couldn't this give the terrorist players a fair amount of time twiddling thumbs? Unless, you pre-plot the CT's and start when the alert goes up. One idea might be that the players run the CT's and the terrorists are 'automated' or controlled by the GM's. Depending on just how sadistic you are. ;->= By the by, Bob, I recently got a lecture from my non-gaming, not terribly informed on military matters, SO on how the USCG is so overworked, between really dumb people on the ocean and all the many and varied interdictions the service is asked to carry out. I think it may have come shortly after Perfect Storm came out. As she's usually asking me for info, I thought you'd be interested that 'mundanes' seem to be getting the word. ;->= Back on list, if not posted, topic, I was wondering if anyone had worked up FTII scenarios for police cruiser-style situations. I know back in Traveller, the role-playing could give plenty of opportunities for interaction with authorities in less than battlegroup strength. In these, I'm assuming surprise would tend to be towards the patrol craft; as you're approaching that yacht failing to reply, you never know if it's a perfectly law-abiding citizen comm down, or smuggler crazed enough not to be willing to be taken alive, or...? I've a friend who's not interested in FTII because all he's seen are meeting engagements; piracy on the space lanes might well get his attention. ;->= The_Beast