Is it just me, or does the TSA's list of permitted and forbidden carry-on items read like the equipment chapter of a role-playing game handbook? It was when I got to the section that lists ice axes, swords, and sabers--none of which are permissible for your carry-on, but all of which could be checked in your suitcase--that I started having Dungeons & Dragons flashbacks. Maybe it would be easier to explain to the American public why they can't bring blasting caps in their luggage if the TSA told them the caps would cause, I don't know, 2D6 of damage?
If I were still in the Game Master business, I'd be inspired to run a one-shot or maybe three-session game set in an airport, in which players could only equip their characters with items from the TSA permitted and prohibited item list. What can you do to a shoggoth with a crochet needle, hair straightening gel, and a cricket bat? The GURPS combat system is a pain in the butt to run, but Call of Cthulhu would work just fine.
If I were still in the Game Master business, I'd be inspired to run a one-shot or maybe three-session game set in an airport, in which players could only equip their characters with items from the TSA permitted and prohibited item list. What can you do to a shoggoth with a crochet needle, hair straightening gel, and a cricket bat? The GURPS combat system is a pain in the butt to run, but Call of Cthulhu would work just fine.
no subject
Date: 2008-06-17 05:51 am (UTC)The equipment and services players' characters can purchase can be an amusing topic. I was especially amused by the GM who allowed his characters to purchase a Helm of Teleportation for what the DM's Guide said it should cost. While exorbitant, I suspect it ought to cost about as much as any competent thief thinks she can lift from public treasuries...
no subject
Date: 2008-06-17 09:47 pm (UTC)