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Old 04-01-2008, 05:38 AM   #3
shasarak
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Join Date: Sep 2007
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Re: Precogs and MU*s

I think I would limit precognition to two varieties:

1) Relatively vague warnings about things likely to happen in the immediate future, e.g. a sense of danger associated with a particular exit in a room because a powerful monster lies that way (or is about to enter from that direction), or a sense of threat associated with an object that is trapped.

2) More detailed visions right at the beginning of an RP scenario which provide useful background info for players that it would otherwise be difficult to give them in-character, e.g. "if you don't complete this quest successfully, the evil princess will slaughter the friendly dragon." Potentially this could continue during the quest: a precog might sense that an apparently helpful NPC is actually a traitor.

You could possibly also turn precog into something more like scrying - allow remote viewing of rooms that the player hasn't actually entered yet.
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