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<blockquote data-quote="Jack7" data-source="post: 5789510" data-attributes="member: 54707"><p>I certainly agree, that from my point of view, it wouldn't take anything like a separate book. Maybe a small module or section in the core book(s).</p><p></p><p>Just some basic parameters about how to run Lone Adventures and some good ideas about how to go about it.</p><p></p><p>I've also run some good solo adventures in my sci-fi, Star Trek games. Mainly espionage and infiltration.</p><p></p><p>In run a renegade Borg Cube, completely automated and machine, captured the Federation Battleship<em> Napoleon</em>. It infected the ship with components and an AI system which made the Napoleon much like itself. </p><p></p><p>It took control of the ship but retained the crew to study Federation species. It wouldn't let the crew leave or control the ship. </p><p></p><p>It then sent the Napoleon out on it's own to attack everyone and anything, including trying to start wars in the Alpha Quadrant by making others (Romulans, Lyrans, Kzinti, etc.) think the Federation was attacking them via the <em>Napoleon</em>.</p><p></p><p>Unable to ambush or stop the Napoleon in desperation the Federation designed a series of small Stealth ships to infiltrate any area they thought the Napoleon might be operating in order to try and disable, capture, or destroy it.</p><p></p><p>One crew member aboard the Napoleon kept trying to make secret contact with the Federation and to sabotage the Napoleon.</p><p></p><p>Another, an alien who was very good with AI systems was aboard one of the stealth craft, the <em>Endeavour</em>, in an attempt to track down and locate the Napoleon, which over time was changing and becoming ever more independent of the Machine-Borg control.</p><p></p><p>Both the tracker and the saboteur were played by single players and those were some really good and interesting missions.</p><p></p><p>In D&D most of my lone missions and adventures have involved sabotage, espionage, infiltration, and occasionally exploration of ruins and a couple of unusual dungeons. A lot also involve Vadding, and crime.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5789510, member: 54707"] I certainly agree, that from my point of view, it wouldn't take anything like a separate book. Maybe a small module or section in the core book(s). Just some basic parameters about how to run Lone Adventures and some good ideas about how to go about it. I've also run some good solo adventures in my sci-fi, Star Trek games. Mainly espionage and infiltration. In run a renegade Borg Cube, completely automated and machine, captured the Federation Battleship[I] Napoleon[/I]. It infected the ship with components and an AI system which made the Napoleon much like itself. It took control of the ship but retained the crew to study Federation species. It wouldn't let the crew leave or control the ship. It then sent the Napoleon out on it's own to attack everyone and anything, including trying to start wars in the Alpha Quadrant by making others (Romulans, Lyrans, Kzinti, etc.) think the Federation was attacking them via the [I]Napoleon[/I]. Unable to ambush or stop the Napoleon in desperation the Federation designed a series of small Stealth ships to infiltrate any area they thought the Napoleon might be operating in order to try and disable, capture, or destroy it. One crew member aboard the Napoleon kept trying to make secret contact with the Federation and to sabotage the Napoleon. Another, an alien who was very good with AI systems was aboard one of the stealth craft, the [I]Endeavour[/I], in an attempt to track down and locate the Napoleon, which over time was changing and becoming ever more independent of the Machine-Borg control. Both the tracker and the saboteur were played by single players and those were some really good and interesting missions. In D&D most of my lone missions and adventures have involved sabotage, espionage, infiltration, and occasionally exploration of ruins and a couple of unusual dungeons. A lot also involve Vadding, and crime. [/QUOTE]
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