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Adventure "paths" (I don't know what to call it)

Like Mongoose v2 has.

I wasn't really thinking in that direction; although, there are tables of these things in T5 already (I have to remember to include them in the Handbook!!).

I was instead thinking of narrative points to touch on for the various careers, to show how the OTU works, but also how a post-career life can develop.

I haven't got a copy of MgTv2, so didn't know about that.

I checked T5 again. While there's an element related to pre-career, it's all about training and skills & not the character's background. Where were those tables in T5. The Life Events and Secrets that're listed after the Careers add a little more, but the character's lives are still pretty blank-slate. That doesn't mean that a ref and player can't work it out, but there's some great resources out there.
 
I like DS-9 type situations: The Travellers comme to you.
My favorite is The group of players gets the right to set-up a starport on a planet that currently have class E (or upgrade D to C).

Each one tries to Foster his interests while answering common challenges (Plague, pirate, mobster ... that interfere with what might otherwise be accounting in space). Scoutship benefits is used as utility and patrol ship, free trader shares become capital ... Since the intent is not an accounting adventure, work it as a planetary subsidized venture. You do not need a set of micro-economic tables, the ref can make whatever happen.

So the artist seek fame at his bar, the Noble seek political points and intrigues, the adrenaline junky get action, and doctors, scientist, bureaucrats use the more mundane skill to handle "travellings" challenges.

Don't forget the local political and criminal scènes.

have fun

Selandia

Selandia
 
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