Saturday, January 12, 2008
Forum Dueling Basics - Tech, Vol 2
Tech.
Last time I discussed tech, I spoke on how anyone can use tech and how it is by and large can be more powerful than magic because there generally aren't any adverse effects on the user.
With tech, you must build the device to accomplish the action you want. Some devices are multi-function and are capable of various input to do various output, while others are specialized. The end result, though, is that you must have the device/object that does what you want it to. A description of size, shape, color, maybe even weight and you're done. This is generally where tech shines, in the description: basically, it's the proving ground of the concept. Most writers in a duel with just say what the device is called and what it does, but others try to approximate something close to reality in how it works. If the device is based on some kind of reality, it gives itself/gains some credibility. Of course, since you are dueling/RPing, you will suspend some of the belief because at current, such devices aren't possible. But like I said, it's an approximation of current-day technology, an extrapolation if you will, of what tech could very well be capable in some far-off distant future if we were to advance far enough.
The function of tech is limited only by creativity. If you can dream of it, tech can do it. It's the same for magic, but again this comes back around full circle to the fact that tech can accomplish for the user without draining the user, while magic is the opposite -- it sucks the user dry to accomplish the end. Now, I'm not going to say what kind of devices you should create, because that would be stupid -- you need to create weaponry based on your personal preference and what works for you. But as to categories and the types of tech you can create, while the sky might be the limit, here are a few: bodyarmor, firearms, lasers, missiles, rockets, grenades, and etc. I could go on for a long while with more categories, but won't.
These are just broad categories. I can already hear you saying (possibly complaining even!) how you can't use these, that they don't suit. Why not? Because they sound like they might be right out of today, that they're modern and not futuristic at all? An example of a futuristic weapon would be a railgun. You think cool. But a railgun is a firearm; depending on the size, it can either be a rifle or a massive artillery piece.
So, the questions in the end are: what're you going to build? How much description should you put into the device to make it feasible? Would the tech you've built be considered cheez, god-modding or over-powering?
The unfortunate part, though, is that the third question is where you're going to hit a speed bump. A lot of tech will be considered over-powering because of its ability to perform its actions on the fly, instantaneously without having to go through any kind of warm-up sequence. Just going to have to be careful with it. And that's that.
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