I wrote some notes to myself about the kind of ways I want to use computers in my ancient science fantasy ruins and I think the list is worth sharing. Players read at your own risk, though honestly I think most of this is pretty unexciting.
I also included some notes about Ventilation Shafts as a bonus.
Computers in dungeons
They may contain:
- Secret Door Locations
- Keycodes to locked doors
- Reason the ruin was abandoned (emails putting together a story, etc, especially if remnants of the hazard might still be here today)
- Bunker location/ factory location / other ruins (treasure map, essentially)
- Secret of ages past (worth money to the right people)
- Copy of books/movies/games (also worth money to the right people)
- An AI, preserved (a companion? a hireling even? or maybe just a little fairie that does a single script but does it well?)
- Schematics for an item that players could build with the right tools
To Access the Computer:
- Physically behind an obstacle, like a locked door.
- Power may be off, requires turning on facility power. In some cases, an energy cell or portable power generator might be needed.
- Hacking is often necessary. Robots generally can hack with ease, as can anyone who has collected knowledge related to the old ways of tech use.
- Lots of junk (routine work emails, pdfs, porn, etc) and will take extra time to search for anything of worth.
- Data may be corrupted, needs to be cleaned by an expert. Cannot clean fully, but might be able to get some pieces.
- Sometimes, the computer is just there, and it works.
In general I would have multiple pieces of data loot for a single dungeon. If there's one computer, it might have multiple files with goodies. If there's a whole bunch of computers, you might need to collect pieces of the *data* to get the whole thing, especially for item schematic, overworld locations, and AI systems. I would represent a file as, for example, TERRA PROJECT- 33% COMPLETE. I vaguely remember Cavegirl's Stygian Library did a similar idea for collecting data.
Door keycodes probably only need to be split into multiple files you have to collect in the case where the door is very important- a treasury, for example, in which case TREASURY KEY- 25% COMPLETE might be an acceptable thing to give the players as they scramble around the dungeon.
In particular I really like giving out multivolume tomes on a subject in my fantasy games, and this could be a similar way to hit the same notes. While I imagine many of the files found are basic entertainment from the past ages, you could litter history textbooks and specialist tomes too. I suggested they be sold for money, but you could also use collecting scholarly electronic files for knowledge "checks", as the equivalent of a sage, etc.
Ventilation Shafts
When designing old ruined facilities and crashed spaceships, there is a 1 in 6 chance that there is a ventilation shaft access in any given room that is convenient and easy to access. If you roll a 6 on the dice, there is also a ventilation shaft but it's a pain in the ass- the entrance may be on the ceiling, hidden behind a desk, blocked off by a grate, has a dangerous fan, etc.
You can map these properly, probably keeping vent systems local and small, and expect they'll be simply used as an alternative means to travel, maybe to get around some obstacles. Encounters in these sort of vents are optional, depends on how big the vent map is.
Alternatively you can just have them all be connected in a twisted vent maze and some sort of check may be necessary to see if you arrive at the place you intend to crawl to... or if you get lost. There should definitely be a chance of vent encounters in this case. Basic vermin, perhaps, but look, we've all seen Alien... (thanks to deus ex parabola for suggesting the nightmarish vent maze)