Adventure Plot Ideas

A thread of 3 messages, 6 April 1989 to 13 April 1989, in the order they were sent.

#297 Adventure Plot Ideas

[Picked this off of rec.games.frp.  Good food for thought -- James]

I thought I would post this, both to give new DM's some advice (if they
want it) and to get suggestions from people.  I may have mentioned that
I run a modified Traveller world, and I replied to a suggestion that
Traveller was a "disposable" game by saying, "No, I disagree."  Both to
back up my claim, and for the reasons just mentioned above, here are
some of the things you CAN do with the Traveller world.

    1) Military mission.  This is one of the most common, so we'll get it
       out of the way first.  Basically, you go in, you shoot the place up,
       sometimes you rescue an important person or steal/recover important
       equipment or files.  If you want to vary this one, use different
       terrains, and give the NPC in charge of the enemy (a) different
       equipment and defenses and (b) different weapons and troops and (c)
       different skill levels (Tactics, Leader, etc.)

    2) Trader mission.  Actually, I never run these.  But I hear they can
       be interesting.

    3) Exploration.  As I recall, there are 11,000 worlds in the Empire.
       But the Empire is at least 100 parsecs wide (which a brief bit
       of calculation informs us that there are more than 100,000 solar
       systems in that area of space--assume one solar system per 10 cubic
       parsecs and figure it out for yourself; this will vary depending
       on where you are in space obviously, but it is a workable estimate).
       So, there are all these unexplored solar systems waiting to be
       explored, with bizarre lifeforms, unfriendly settlers or enemy
       agents setting up outposts, etc.  AND every solar system has a
       cometary halo, chocked full of raw materials waiting to be charted,
       and maybe a few pirate bases, too!

    4) Espionage.  You think all wars are fought with guns?  No, no, much
       of it is what Kippling called "The Great Game."  Find enemy agents
       stealing secrets.  Steal secrets yourself.  Stop subversion.
       Subvert the governments of enemy countries.  Assassinations, etc.
       This can be done to/for governments OR corporations (some of those
       money boys play pretty rough)

    5) Crimebusters.  You think the future has no crime?  If there is
       anything like the mafia in outer space, you have a lot of
       adventures in store--either abetting or solving/stopping
       (a) assassination, (b) electronic crime, (c) drug pushers,
       (d) racketeers, (e) weapons runners, (f) smugglers, (g) art
       thieves, and many more.

    6) Space military missions.  Be a privateer.  Prey on innocent
       merchants.  Get attacked by navy patrols and armed merchants.
       OR have your group hired by a local government to BE their
       navy patrol or privateers in a blockade/undeclared war against
       another planet.

    7) I love a mystery.  Have your group solve a crime that has already
       been committed, usually a murder or a theft of some valuable item.

    8) Terrorists.  (Actually, this is a variation on military and/or
       espionage and/or crimebusting, but it is different enough to
       deserve separate mention.)   Players can either stop terrorists
       (find them before they strike, etc.) or be terrorists/guerilla
       fighters in a political cause that they believe in, as opposed
       to a merc mission where they're simply being paid.

       These are obviously only some of the things you can do with
Traveller.  The main variations are (a) action adventures and (b)
thinking adventures, and (c) adventures that require both.  If you
game once a week, I think you will find that by varying adventure types
(and villains--it might help to have two or three long term bad guys
with fairly large organizations so it takes a while to finish them off)
Traveller will keep you happy for a long, long time.

I would be happy to hear any suggestions or comments on this subject.
Thanks.

     Mark

#298 Re: Adventure Plot Ideas

[And also from rec.games.frp -- James]

In article [email removed] [email removed] (Mark Gellis) writes:
>I thought I would post this, both to give new DM's some advice (if they
>want it) and to get suggestions from people.  I may have mentioned that
>I run a modified Traveller world, and I replied to a suggestion that
>Traveller was a "disposable" game by saying, "No, I disagree."  Both to
>back up my claim, and for the reasons just mentioned above, here are
>some of the things you CAN do with the Traveller world.
>
>    1) Military mission.  This is one of the most common, so we'll get it
>
>    2) Trader mission.  Actually, I never run these.  But I hear they can
>       be interesting.

	I often used this as a carrot...you have such and such cargo, the only
world in jump distance which you can make 500% profit is interdicted, etc. etc.

>
>    3) Exploration.  As I recall, there are 11,000 worlds in the Empire.
>
>    4) Espionage.  You think all wars are fought with guns?  No, no, much
>
>    5) Crimebusters.  You think the future has no crime?  If there is

	Or BE criminals.  One of our best adventures came from a trader
mision when the PC's had forged papers to allow access to a semi-interdicted
world, and for various reasons stuck around long enough for the papers to go
all the way to the subsector capital and back...to be discovered as forgeries.
The PC's were arrested on smuggling charges (they WERE guilty) and had their
ship impounded.  An alternative to a long prison planet term was to infiltrate
a pirate oraganization...which turned out to be backed by Zhodani "advisors"

	(We may be thieves, robbers and Smugglers, but by God we're
	 IMPERIAL thieves robbers and smugglers!)

>    6) Space military missions.  Be a privateer.  Prey on innocent
>
>    7) I love a mystery.  Have your group solve a crime that has already
>       been committed, usually a murder or a theft of some valuable item.
>
>    8) Terrorists.  (Actually, this is a variation on military and/or

	Well...in my game we had (in order) Terrorists/Cultists, Bodyguard,
smuggling/military, mystery/espionage, "detective (ala bogart)" story,
smuggling, jungle exploration/hunting, anti-piracy(drafted), space-disaster,
shopping spree, mystery/starship crash, space-combat/anti-piracy/military,
jailbreak/political prisoner, politics/intrigue, mystery/politics,
cultists/rescue...then the campaign ended :-(

	Traveller is also a "time travel" game...the cultures are at all different tech levels and have different societies.
	You can do ANYTHING...once you fix the combat system and determine
how new skills are learned :-)

	-Brad

#299 Adventure Plot Ideas

Here is the list of plot ideas again, but this time I've added the names of the
races which I feel most appropriate for them. After all, Imperial humans aren't
the only characters around!

>    1) Military mission.
Good for anyone, but especially Aslan. It's helpful if you have the old Book 4,
Mercenary, as this has an abstract battle system which helps if you want your
players' action to be part of something big. On one occasion, I ran a group who
had formed a mercenary platoon, and who were one of 6 forces attacking separate
objectives. After they had completed their fight, their was a debriefing session
in which they and the leaders of the other groups compared notes. (The funny
part was, the players had earlier captured a Zhodani fighter which they tried
to use here. It flew a bit too far. One of the other leaders very proudly took
credit for shooting it down!)

>    2) Trader mission.
Imperials are good here, as so much of their territory is mapped out. Unless
you want to combine trade with...

>    3) Exploration.
The Zhodani Alien Module has an adventure in which several Imperial humans are
captured by a high Zhodani noble, who specifically needs Imperials for his
exploration mission. It also has a section on exploring unknown space. Zhodani
and Hivers have the best mentality for exploration.

>    4) Espionage.
Humans (both Imperial and Zhodani) are probably the best to use for this.

>    5) Crimebusters.
Practically anyone except Zhodani, where crime is just a mental illness.

>    6) Space military missions.  Be a privateer.  Prey on innocent
>       merchants.  Get attacked by navy patrols and armed merchants.
Vargr!

>    7) I love a mystery.
Zhodani can have great fun with their psionics, unless the mystery is to solve
a crime. What Zhodani like is exploring alien artifacts, and trying to figure
out what things they find are for. Trying to foil devious Imperial plots is
another pastime.

>    8) Terrorists.
For counter-terrorism, Imperial or Aslan. For being terrorists, Imperial or
Vargr. I once had a group of players hired by a hotel on Efate to protect it
against terrorists. The players captured one, who promptly tried to persuade
them to join his "freedom fighters". They nearly did, but they were informed
that there was no pay in it!

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