The California Voodoo Game (Dream Park, Book 3) by Larry Niven, Steven Barnes

By Larry Niven, Steven Barnes

Dream Park, the last word in enjoyment parks, used to be approximately to embark at the maximum video game ever: the California Voodoo video game. internationally bets have been being put; fortunes and reputations hung within the stability. Gaming careers will be made--or destroyed. And the main complicated software program package deal ever invented was once going to be tested.

But one of many gamers was once a murderer--and worse. purely Alex Griffin, head of Dream Park protection, and online game grasp Tony McWhirter guessed the level of the treachery tainting the sport. one way or the other, that they had to capture the killer--but particularly, the sport needs to cross on...

Also released below the identify California Voodoo online game.

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Extra info for The California Voodoo Game (Dream Park, Book 3)

Sample text

It will also be more appealing if the forms available include more powerful animals (weaker animals, for Shapeshift Other as an offensive spell) – especially if some of these can talk and gesture well enough to cast spells. Special Costs Some spells may require more than time, energy, and a successful skill roll to work. Instead of creating effects out of thin air, magic could transform or expand existing materials. Spells that create permanent changes may require something to provide a continuing power supply.

Raising the Acc of Missile spells by a point or two can help. If the GM wants Regular or Area spells to be useful at great distances, he can reduce their range penalties. A way to do this without making wizards into lethal snipers with every spell is to allow casters who are working ceremonial magic (only) to use the Size and Speed/Range Table (p. B550) or even Long-Distance Modifiers (p. B241) for such spells. Wizards can then illuminate areas, read minds, heal friends, or inflict pain on enemies that they can see at fair distances, with relatively little trouble – but every casting takes at least 10 seconds, and some will take minutes.

Flexible Rituals For slightly more complexity, instead of automatically reducing the rituals required for spellcasting with higher skill, the GM can apply the following rules. These give all wizards more flexibility in their spellcasting, but deny powerful wizards the ability to forget about rituals entirely. By default, all spells require subtle foot motions (like dance steps), gestures with both hands, and a clearly spoken incantation. However, the caster may choose to omit parts of the ritual by accepting skill penalties: Foot Motions: No foot motions: -2 Hand Gestures: Gestures with only one hand: -2 No gestures: -4 Incantation: Softly spoken incantation: -2 No incantation: -4 On the other hand, if the wizard makes the effort to be especially precise with his movements, and speaks the incantation loudly and articulately, doubling the casting time, he gets +1 to effective skill.

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