S
Sunseeker
Guest
The problem was normally some strange anomaly or a political issue that the crew has troubleshoot with different bits of techno babble. Even the combat tends to play out the same way. Like they are fighting a cloaked ship and they have to think up a way to disable the cloak.
(Trying to think up a way to convert an episode into a adventure is a little tricky)
I don't think so, but perhaps I'm better with that sort of thing as it features heavily in my current WIP campaign?
Lets take the stealthed ship example:
For some reason the party is aware there is an invisible object nearby, it is moving, it is dangerous and you need to locate it and destroy/capture/disable it.
Normal skills(sensors) can't detect it, so we need to come up with some kind of device or trick that will locate it for us. The party has at its disposal a variety of magical junk that could possibly be assembled into a stealth detection device. The Wizard has Arcana and the Rogue has "handle device"(or whatever), but too many cooks, so while they start assembling the device the Cleric and Fighter have to do something. Well as an added trick, it turns out the device is aware of the attempts to disable it so it attacks the Wizard and Rogue, who are too busy to defend themselves. Every time it attacks there is a "warning noise", a buzz or hum or something that can be picked up on fairly easily allowing the Cleric and or Fighter to ready an action for when the object attacks.
The Fighter and Cleric are like the shields, which the engineer and someone on the bridge have to keep from going down, otherwise the guys building the device will fail and the "ship" will be destroyed.
There you go.