Supplement Four
SOC-14 5K
Lee's Guide to Interstellar Adventure published by GameLords, LTD.
This supplement is for game masters who like to create their own worlds and adventure but are having a hard time coming up with a good idea to interest the players. The book provides Amber Zone-like adventure ideas for 10 worlds. The worlds are generic, set in no specific place in the Imperium, allowing the GM to fit them into his campaign wherever he sees fit. Suggestions are made on the type of UWP that a GM should look for if he wants to set one of these adventures on a world with previously created UWP. Suggestions are made for worlds in both the Spinward Marches and the Solomani Rim as well.
My favorite section of this book is the last where suggestions are made for adventure on the X-Boat routes.
The book's title includes a "Vol. I", but to my knowledge, a Vol. II was never printed.
The adventures in this book can be quite fun for players with a GM who likes to "take the ball and run with it." The adventure ideas require a lot of work on the GM's part (so thank him sincerly if you ever play one of these adventures) but can lead to some extreme gaming fun because the adventure will be tailored especially for a particular group of players, lead by the creative juices of their GM.
This supplement is for game masters who like to create their own worlds and adventure but are having a hard time coming up with a good idea to interest the players. The book provides Amber Zone-like adventure ideas for 10 worlds. The worlds are generic, set in no specific place in the Imperium, allowing the GM to fit them into his campaign wherever he sees fit. Suggestions are made on the type of UWP that a GM should look for if he wants to set one of these adventures on a world with previously created UWP. Suggestions are made for worlds in both the Spinward Marches and the Solomani Rim as well.
My favorite section of this book is the last where suggestions are made for adventure on the X-Boat routes.
The book's title includes a "Vol. I", but to my knowledge, a Vol. II was never printed.
The adventures in this book can be quite fun for players with a GM who likes to "take the ball and run with it." The adventure ideas require a lot of work on the GM's part (so thank him sincerly if you ever play one of these adventures) but can lead to some extreme gaming fun because the adventure will be tailored especially for a particular group of players, lead by the creative juices of their GM.