By Larry Niven, Steven Barnes
A gaggle of faux adventurers go well with up for a crusade known as "The South Seas Treasure Game." As within the early position enjoying video games, there are Dungeon Masters, warriors, magicians, and thieves. the variation? At Dream Park, a futuristic delusion topic park packed with holographic points of interest and the most recent in VR expertise, they play in a man-made enclosure that has been better with lighting tricks, holograms, actors, and a smart storyline. The gamers get as shut as attainable to actually residing their adventure.
All's enjoyable and video games till a Park safeguard shield is murdered, a worthwhile learn estate is stolen, and all proof issues to a person contained in the online game. The park's head of protection, Alex Griffin, joins the sport to discover the killer, yet reveals new which means within the video games he is helping hold alive.
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Additional resources for Dream Park (Dream Park, Book 1)
Then the first ruffian makes an additional action; should T’Sais respond, this becomes her fourth reactive move (albeit against her first attacker), so the levy is 3. Many Contestants, One Prize Sometimes a number of contestants compete simultaneously, each hoping to outdo all others. Common examples include games of chance, races, and other competitions. In this case, each character rolls simultaneously, and the best result wins. You may wait until you see others’ results before you decide whether to reroll.
As usual, you may reroll your Dismal Failures by paying 3 points in addition to the standard reroll cost. However, characters can’t nullify their rivals’ Illustrious Successes. Ties go to the character with the highest pool in the contested ability. If two tied contestants have equal pools, compare ratings. If they have equal ratings, each rolls again. The first tie-breaker roll costs no points, but players may pay to reroll results as usual. Dismal Failures can still be bought off, as usual. If two or more contestants are determined to win, 36 they may spend a great many points to get Illustrious Successes, perhaps precipitating yet another round of tiebreaker rolls.
Obtuse trumps Glib. Cugel suffers a levy of 1 each time he rolls to persuade Varmous. Cugel has a Persuade pool of 6; Varmous has 5. 32 Cugel’s first roll, normally free, costs him 1 from his Persuade pool due to the trump levy, taking him down to 5. He gets a Prosaic Success. The GM, playing Varmous, counters with a Quotidian Failure (costing nothing, as it is his first roll) and rerolls twice (costing him another 2 points) before finally getting a Hair’s-Breadth Success. Cugel’s Persuasion is now 5; Varmous’s, 3.