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What other RPGs have a heaping helping of adventure support?

JeffB

Legend
Besides D&D and all its clones/derivatives etc.

I am looking to start up a new campaign for the Kids group, and we are burned out on D&D and derivatives. I have Gamma World 1e sitting on my shelf, and do not think the similarities to O/AD&D will be aproblem, but there is no adventure support besides 2 modules (I have LoG), and amini mod with the GM screen.

What are some games of old, or current that have tons of adventure support? Traveller, CoC, Champions and Chaosium RQ did back in the day.

I just do not have the time anymore to be writing up adventures with family/work obligations.
 

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Besides D&D and all its clones/derivatives etc.

I am looking to start up a new campaign for the Kids group, and we are burned out on D&D and derivatives. I have Gamma World 1e sitting on my shelf, and do not think the similarities to O/AD&D will be aproblem, but there is no adventure support besides 2 modules (I have LoG), and amini mod with the GM screen.

What are some games of old, or current that have tons of adventure support? Traveller, CoC, Champions and Chaosium RQ did back in the day.

I just do not have the time anymore to be writing up adventures with family/work obligations.

First I'm going to point in a completely different direction. There are a number of games (Fiasco, Leverage, Dungeon World*, Fate) that encourage you to "Draw maps, leave blanks" - or in other words only go into the session with a skeleton of what's going to happen, and the rest is decided at the table. And I think a handful of capers in Leverage could work really really well with kids. (If you don't know Leverage as a series, imagine you were running The A Team).

Most adventure support goes to large games. GURPS has a few. WFRP (any edition) has a lot - and some pretty good ones. Paranoia - probably not with kids. Or possibly very much yes with kids - it depends on the kids. Call of Cthulu has a lot, of course. But coming from the new pile I'm going to suggest Firefly: Echoes of War. Four adventures so far, more on the way. (And a main rulebook on the way - not that you need it). Firefly's also one of those settings where each adventure almost stands alone (as the ship flies somewhere else), all are well written and fun.

* I'm not going to suggest Apocalypse World or Monsterhearts for kids. Tremulus (think a more improvised Call of Cthulu) might be an idea.
 

Besides D&D and all its clones/derivatives etc.

I am looking to start up a new campaign for the Kids group, and we are burned out on D&D and derivatives. I have Gamma World 1e sitting on my shelf, and do not think the similarities to O/AD&D will be aproblem, but there is no adventure support besides 2 modules (I have LoG), and amini mod with the GM screen.

What are some games of old, or current that have tons of adventure support? Traveller, CoC, Champions and Chaosium RQ did back in the day.

I just do not have the time anymore to be writing up adventures with family/work obligations.

I'm sure you knew this reply was coming, but Savage Worlds.

Literally every adventure ever published, in every genre, becomes your playground, with very minor (VERY minor) conversion work.

You know, assuming the wealth of dozens of published settings, with built-in adventures and "plot point" campaigns designed for the actual Savage Worlds system aren't enough for ya. ;)
 

What are some games of old, or current that have tons of adventure support? Traveller, CoC, Champions and Chaosium RQ did back in the day.

CoC, yes, but not necessarily for a kids group.

Also Chill 2e has very good support, but it might be a little too tough at times for a 'Kids' group.

Mutants & Masterminds seems to be reasonable well supported.

ShadowRun had a lot published in terms of adventures back in the day.

The old WEG 1e Star Wars had a ton of support and would make a great kids game.

If you are going to play Gamma World, I'd advise 3e despite the editing problems in the initial print of the rules. Good support though in retrospect the modules are pretty primitive.
 

ShadowRun had a lot published in terms of adventures back in the day.

Shadowrun still has a lot of adventures when you use the Missions (living Shadowrun so to speak), but also normally released adventures which follow important events in the lore.
I am just a bit unsure if that is a appropriate system for a kids group. Shadowrun is notoriously gray and some adventures have you dealing with some sick people.
 






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