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  #1  
Old 05-12-2009, 01:00 AM
RPGnet Columns RPGnet Columns is offline
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#13: BAMF

http://www.rpg.net/columns/abracadab...adabra13.phtml

Summary:

The power of teleportation.

Go to the column for more information.
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Old 05-13-2009, 02:12 AM
The Illustrious Number 6 The Illustrious Number 6 is offline
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Re: #13: BAMF

Just wanted to pop in and say that I particularly enjoyed today's column. The best columns are those that are thought-provoking, and that's what this one was for me. Thanks!
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Old 05-13-2009, 03:48 PM
jehosephat jehosephat is offline
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Re: #13: BAMF

I'd disagree on the subject of anti-teleportation devices. If reliable teleportation exists, then of course technology would be developed to counter it. I'd find it hard to believe that defence and law enforcement institutions would just ignore that option, and hope that they could persuade every teleporter in the world to play nice.

Besides, what does it matter if some really high-security installations have anti-porter tech blocking the PCs? It's freakin' teleportation. I can think of a thousand cool things to do with that ability, other than try to bust into the Pentagon, etc.
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Old 05-15-2009, 02:42 AM
fmitchell fmitchell is online now
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Re: #13: BAMF

Another solution is to limit the places one can teleport to or from.

"Anti-teleportation" fields are one solution, but something like Larry Niven's teleport booths are another: anyone can teleport, but only to another booth, usually on a public street or behind a locked door of a private residence. Also, "jump drives" are a sort of teleportation that only works in deep space, to bridge the inconvenient distances between stars.

Some RPGs limit teleportation to "a familiar place", or one with a sort of beacon.
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