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>setting where technologically primitive party has to explore / loot a dungeon with >= modern day technology (including both treasure and security measures, traps, etc)
has anyone tried this? also bonus points if you have answers to the following questions:
>how does the tech affect the setting once it's taken out of the dungeon
>how do you justify characters knowing enough to not die instantly from a sentry turret / electric fence / landmine / poison gas generator / whatever
>>
>>97839030
>has anyone played the module B1 for OSR
probably not on this board
>>
The only correct way to run this is as a caveman meatgrinder, where mundane appliances are described in superficially accurate, but intentionally misleading ways, in order to maim and kill the players.

It's effect on "the setting" are irrelevant, as storyshittery is secondary to the fun of turning a disposable rota of primitives into goo, setting them on fire, or tricking them into consuming cleaning agents.
>>
>>97839038
As a player, no. But I have run it multiple times, including adaptations to better games like Fantasy Hero and Runequest.
>>
if the traps are something like machinegun turrets or poison gas mines or whatever, how do you justify them not becoming non-functional due to degradation after thousands or millions of years? (or however long it took for the dungeon to be found by primitives after the dungeon creators fucked off)
>>
>>97839064
>better games like Fantasy Hero and Runequest
*D&D 3e
>>
>>97839098
Nanites.
>>
>>97839098
some ideas:
>there is a dungeon janny who awakens from cryostasis to do maintenance
>the dungeon is a massive self-maintaining complex
>the dungeon isn't that old (maybe a few hundred years old). traps have a high chance of being non-functional as a result but a skilled PC can repair / repurpose them
>>
>>97839030
Whatever high-tech location it is, whether a crashed spaceship or a precursor vault or whatever, you can sidestep the issues of traps by making it so the place isn't a military installation. There isn't going to be a door that slams shut and starts filling the chamber with poison gas, but there might be a leaking fuel pipe which is causing toxic fumes. The former is hard to really justify avoiding or escaping, while the latter is somewhat more plausible in terms of how the PCs might circumvent the obstacle if they can see weird smoke.

The effect on the setting doesn't matter at all. You just assume that once they leave, they either destroy their tribe by bringing back radioactive material, or start a lineage of priest-kings around the pieces of tech they learned to use. Either way, getting out with the loot is enough of an end goal by itself that you don't need to sweat the aftermath.
>>
>>97839030
The entire fucking post apocalypse genre exists, so yeah, people have done this before.
>>
>>97839100
Runequest rapes D&D in the alley behind a turkish barbershop, and leaves it with no shoes and a milky bootyhole.
Any edition.
Yes, even MRQ1
>>
>>97839030
DnD was doing that in the 70s and early 80s
The fact it's no longer a thing should give you a memo how "fun" it is and how shortliver it is
>>
>>97839030
>IR sensor works in pitch darkness
>passive system so undetectable and works with zero power, zero moving parts and zero maintnence
>analog circuit can use an array to detect position and depth for a firing solution
>can filter targets by IR signature
How the fuck are cavemen getting past this?



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