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What makes a good Sci-fi adventure
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<blockquote data-quote="TheNovaLord" data-source="post: 3148586" data-attributes="member: 31097"><p>use home written system and mostly try to write my own adventures, but often steal maps n names and stuff from others</p><p></p><p>Our adventures tend to go </p><p></p><p>1. Contact at the base space station / or some comms / or secondment / or adventure blunders into them, as an intro.</p><p>2. Intrique, investigation, contacty seeking, clue finding, offical bribing at either home station, or ship docked in station or close planetary body</p><p>3. clues send party on a journey / space battle / space anomaly / red tape gets in way of journey</p><p>4. 'dungeon' to explore in form of stricken ship, baddies base, board baddies ship, hidden factory, et al.</p><p></p><p>In course of adventure maybe introduce a new bit of tech, exotic weapon or armour, new monster, new species, new long term NPC for interaction.</p><p></p><p>Find there is a lot more skill rolls of all sorts, and slightly less combat as it can be so deadly.</p><p></p><p>JohnD</p><p></p><p>an example:</p><p></p><p>all summed up, for example this was the background to last nites scif fi d20. It is campaign specific.</p><p></p><p></p><p>Episode 16 The Raid</p><p>The team, in an effort to save credits, have pulled an extra shift of station protection during a down time in its power grid. Unfortunately this info has fallen into the wrong hands and an outlawed mercenary group have been paid by Dev’Lan to take advantage and attack the station through the E-gate, and also lay a minefield around the systems star. </p><p>Simultaneously a Size 3 mothership appears behind S’mahal I with the intent of setting up a probe array to monitor the system. Luckily for the party the station is aware of a planned raid and the station is only playing dead, and using the parties excellent ship and skills to its own advantage.</p><p></p><p>The party may </p><p>get annoyed with the station for this.</p><p>Attack either the raiders, or minelayers</p><p>They may notice injured raiders heading deeper into the system, not escaping through the E-gate at first.</p><p>They may catch the mothership ship off guard and attempt to raid it. This is bad as the mothership had a bomb planted on board by the Dev’Lan. It sort of went off at the instant the ship was leaving E-Space. It has torn a hole in the fabric of space and is stuck between two 'dimensions'. A foul creature of the E-Stream , a Za-Morhg (of a former pilot lost there centuries ago) is butchering the crew. The ships engines are ablaze and must be de-activated. Blowing the ship up is not an option as it will shred a massive gape in the system and potentially implode dragging the star in with it..</p></blockquote><p></p>
[QUOTE="TheNovaLord, post: 3148586, member: 31097"] use home written system and mostly try to write my own adventures, but often steal maps n names and stuff from others Our adventures tend to go 1. Contact at the base space station / or some comms / or secondment / or adventure blunders into them, as an intro. 2. Intrique, investigation, contacty seeking, clue finding, offical bribing at either home station, or ship docked in station or close planetary body 3. clues send party on a journey / space battle / space anomaly / red tape gets in way of journey 4. 'dungeon' to explore in form of stricken ship, baddies base, board baddies ship, hidden factory, et al. In course of adventure maybe introduce a new bit of tech, exotic weapon or armour, new monster, new species, new long term NPC for interaction. Find there is a lot more skill rolls of all sorts, and slightly less combat as it can be so deadly. JohnD an example: all summed up, for example this was the background to last nites scif fi d20. It is campaign specific. Episode 16 The Raid The team, in an effort to save credits, have pulled an extra shift of station protection during a down time in its power grid. Unfortunately this info has fallen into the wrong hands and an outlawed mercenary group have been paid by Dev’Lan to take advantage and attack the station through the E-gate, and also lay a minefield around the systems star. Simultaneously a Size 3 mothership appears behind S’mahal I with the intent of setting up a probe array to monitor the system. Luckily for the party the station is aware of a planned raid and the station is only playing dead, and using the parties excellent ship and skills to its own advantage. The party may get annoyed with the station for this. Attack either the raiders, or minelayers They may notice injured raiders heading deeper into the system, not escaping through the E-gate at first. They may catch the mothership ship off guard and attempt to raid it. This is bad as the mothership had a bomb planted on board by the Dev’Lan. It sort of went off at the instant the ship was leaving E-Space. It has torn a hole in the fabric of space and is stuck between two 'dimensions'. A foul creature of the E-Stream , a Za-Morhg (of a former pilot lost there centuries ago) is butchering the crew. The ships engines are ablaze and must be de-activated. Blowing the ship up is not an option as it will shred a massive gape in the system and potentially implode dragging the star in with it.. [/QUOTE]
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