·
Stories are tightly plotted and have a definite turning point.
·
The scale is almost always global. Events are timely, often based in
fact.
·
Bad things can happen in the second act, but the conclusion is always
positive.
·
Technothrillers may try to solve the world’s ills. Or, they may
increase the world’s ills to show the resilience of humanity.
·
Technothrillers may not solve the world’s ills through
technology, or illustrate the impact of some possible invention. To do so is
science fiction, not a technothriller.
·
Speculating on the impact of a real invention is an editorial,
and will hurt the story (especially in retrospect) unless you get lucky and
make the right call. Right or wrong, it overshadows the story itself.
·
Characters are allowed one (and only one) “coincidence” that ties them
into the story.
·
Protagonists are not exceptional; in fact, few characters are
exceptional in any obvious way.
·
No one has “script immunity”. Many characters may be important to the
plot, but only because the plot itself is so complex.
·
Specific technical interactions are vital to the plot. The plot is
empty without them.
·
The technology is intensely researched and all of it is real. Some of
the interactions may be hypothetical – authors don’t normally have large
research budgets – but they must be plausible.
·
Social interactions may also be part of the plot, but usually in the
sense of a ‘crowd reaction’ rather than specific characters.
·
Many stories are written by military or ex-military men, and involve
scenes of combat.
·
Again, no one has script immunity. The dangers must be credible for
every character.
·
Planning is crucial. If a plan comes apart, the result is usually swift
death for large numbers of the team, while the others scramble to get away.
·
No one has any interest in a fair fight; plans are made to go in and
achieve the objective. Critical plot moments should begin somewhere else, with
their denouement during the combat or infiltration. They can happen in a
fight, but there should never be a deliberate buildup to a ‘climactic fight
scene’.
·
No one uses untested hardware or unusual gadgets. Everything is
MIL-SPEC.
·
Character creation should be quick; players may go through one or two
in an evening’s play.
·
Creating and playing soldiers should be separate from civilians.
Consider a ‘soldier game’ and a ‘civilian game’.
·
Players may want to have two or three (or more) active characters at a
time.
·
As with most tabletop RPGs, the Physical is simulated. The Social may
be (many technothrillers have wooden characters), but the Mental usually isn’t.
Characters tend to be as smart as their players.
·
Fitness and ‘coolness under fire’ may be important attributes, if
non-soldiers are thrown into fights.
·
Character advancement should be minimal or nonexistent, as it leads to
character attachment.
Hero
Points aren’t appropriate for a technothriller game. Instead, players receive
Twist Points to govern the effect they can have on the story. A Twist point may
be spent to:
·
Describe how one of your characters is tied into the story (once per
character).
·
Possess a needed skill or piece of knowledge at a crucial moment, as
long as continuity allows it. High levels in a skill may cost more points.
Twist points could even be used to create a character on the fly!
·
Describe an unexpected technical interaction. Many players consider
themselves ‘experts’ in a field, and this is a way to channel that energy while
setting some limits.
·
For each player who thinks that the event is implausible, another point
must be spent. The GM may charge more points or veto the event altogether.
·
They should never be allowed when a character’s life is directly at
stake (that’s a ‘MacGyverism’).
·
Decide what will be abstracted (left to die rolls) and what will be
handled by player decisions. Keep the dividing line sharp and consistent.
·
Limit the ‘realistic’ element to what the GM can handle, preferably to
what he is an expert in.
·
Combat is part of the ‘Techno’ in a technothriller. It should be realistic
and deadly. However, it should also be fast, representing the intensity of the
scene. A computer might help here.
·
There should be many player choices, but most of them should be before
combat (again, planning is crucial).
·
Many of the gadgets in ALIENS and Rainbow Six– motion sensors and heart
monitors – as well as battlefield surveillance and rapid communication,
actually make combat rules simpler: the commander’s player can see where people
are, what they can see and whether they’re injured. When using miniatures, you
only need special rules to govern what happens when a team doesn’t have
these tools.