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Perfect Adventure?

phydaux

SOC-12
Like I said in my other post, the owner of my local FLAGS shanghaied me into running a demo. I'd like some help. I need a good plot.

Here are my thoughts:

There are some elements any good adventure should include. I'd say they are:

1) A Patron (this IS Traveller, after all).
2) An ambush, leading to...
3) A fist-fight (preferable one the PCs loose).
4) A struggle with bureaucracy.
5) An easy mystery, solved via technology.
6) A hard mystery/puzzle, solved via clues.
7) A gunfight (preferable one the PCs WIN).
8) The big pay-off

I'd like to hear your thoughts on how to string these elements into an interesting plot and can be played out in a single session (4-6 hours).
 
Here are some ideas I have for the plot:

1) A Patron (this IS Traveller, after all).

Guy and girl want to elope. One is the son/daughter of local noble/industrialist. Father wants to stop the marriage.

2) An ambush, leading to...

Father’s operatives try to bring the son/daughter home. The pair asks for help. PCs stop the abduction.

3) A fist-fight (preferable one the PCs loose).

Father’s operatives jump the PCs to dissuade them from transporting the couple.

4) A struggle with bureaucracy.

A customs shuttle is sent to intercept the PC’s ship on the way to the 100D Jump limit. The PCs have to decide “Run or be boarded?” If they are boarded, they have to talk their way out.

5) An easy mystery, solved via technology.

No idea.

6) A hard mystery/puzzle, solved via clues.

I think, once the couple gets to the new planet, one of the kids should be killed. I’m thinking a competitor of Father will arrange for one kid to be killed and the other be blamed.

7) A gunfight (preferable one the PCs WIN).

No idea

8) The big pay-off

Daddy pays a big reward for saving son/daughter from jail.
 
Originally posted by phydaux:
Here are some ideas I have for the plot:

1) A Patron (this IS Traveller, after all).

Guy and girl want to elope. One is the son/daughter of local noble/industrialist. Father wants to stop the marriage.

2) An ambush, leading to...

Father’s operatives try to bring the son/daughter home. The pair asks for help. PCs stop the abduction.

3) A fist-fight (preferable one the PCs loose).

Father’s operatives jump the PCs to dissuade them from transporting the couple.

4) A struggle with bureaucracy.

A customs shuttle is sent to intercept the PC’s ship on the way to the 100D Jump limit. The PCs have to decide “Run or be boarded?” If they are boarded, they have to talk their way out.

5) An easy mystery, solved via technology.

No idea.

6) A hard mystery/puzzle, solved via clues.

I think, once the couple gets to the new planet, one of the kids should be killed. I’m thinking a competitor of Father will arrange for one kid to be killed and the other be blamed.

7) A gunfight (preferable one the PCs WIN).

No idea

8) The big pay-off

Daddy pays a big reward for saving son/daughter from jail.
______________________________________
Okay, her's my take: Romeo & Juliet in Traveller.
1)Two competeing firms families (each powerful industrialists, long time rivals.) Patron can be either side of theis eloped-union. Male or Female, depending on planet-A/ Society. For a twist make it Matriarchal--Neither has permission from their Damen to marry!
"Hippolyta" B-77495A-9 Hi In 334 hows that?
(The above name was Queen of the Amazons Hercules seduced for her girdle as one of his "7 deeds/tasks".

2-3)Ambush/Fistfight: The pair asks PC's for help in Extrality zone Starport area--One or both parents hired help/ household guards/ thugs etc. jump the Pcs and attempt to extract the couple. PC's get in brawl, prevent said from happening. One PC really gets hammered bad.(This makes it personal).

4). Bureaucratic struggle-Customs has been warned they mat try to get offworld. The problem is getting papers proving they aren't who they really are, but part of the crew/ or hiding them from the inspectors & "sniffer" teams. Paper work, licensing, forgery skills, talking real fast and smoother than oil helps. If they fail, they could be charged with kidnapping along with the male side of the equation in this NPC couple.

5)Easy mYstery, easily solved by technology: Why are they running away to elope?
A:-She's preggers with his kid, and they want the child to be legitimate. Simple test by ship's Dr lad. And its a girl (thus stands to inherit!)

6) Hard mystery: You said murdered the guy on planet-B they've eloped to (make it 24hrs after they arrive and are wed. Gives time for pursuit to have warned insystem family hirlings here to get word(masered message)/conduct the crime/ frame the survivor for it.

"D' Argos" A-A86883-B Ri 610 (one to two parsec jump from Hippolyta)/ Argos was an ancient port city of affluent merchants/ shipping

Whodunit. The boys family is innocent. The girls family murdered him for two reasons-despoiling the daughter/ and her dishonoring their house. But they don't know she's carrying his child. She could (the unborn child) inherit both houses! Proving which side did it is GM details. She is incarcerated for the crime here. Mama doesn't sek extradition (a clue!).

7) Big gunfight (on Planet B), Momma of gal's side learns PC's have gotten her freed, and she bears a girl child...She MUST die. PCs must prevent that. Law level here allows firearms, law level on Starport is 1-2.

8) Boys mother pays off Pcs and she and her "daughter in law" raise the heir/ gals original family is publicly chagrinned, and has to admit murdering the boy (henchgals go to jail on D'Agros, etc.)

How's that lad? Off the top of me head, I admit.
 
Well lad, you had all but titled it. Shame to waste good shakespeare! Go forth and do great things (an if'n ye get it printed, my names under yours!)
 
Originally posted by phydaux:
</font><blockquote>quote:</font><hr />Originally posted by Liam Devlin:
Romeo & Juliet in Traveller
Brilliant, just brilliant!

When in doubt, lift from the classics.

I'll polish this up and get it back to you.
</font>[/QUOTE]_________________________________________
Don't forget the romantic part--these two are mad in love with each other too! (yes, I added that after the previous post, but heck without love the story's kinda flat. And if the pcs win, and the lil babe survives, they will have united two contentious familly run industries--Patronage begets More Patronage???

And the story goes on...!
 
I know Liam gave you some great ideas above, but here's an alternate course that you could use as an option (you can never tell what PC's will do).

Originally posted by phydaux:
Here are some ideas I have for the plot:

1) A Patron (this IS Traveller, after all).
Guy and girl want to elope. One is the son/daughter of local noble/industrialist. Father wants to stop the marriage.
2) An ambush, leading to...
Father’s operatives try to bring the son/daughter home. The pair asks for help. PCs stop the abduction.
3) A fist-fight (preferable one the PCs loose).
Father’s operatives jump the PCs to dissuade them from transporting the couple.
4) A struggle with bureaucracy.
A customs shuttle is sent to intercept the PC’s ship on the way to the 100D Jump limit. The PCs have to decide “Run or be boarded?” If they are boarded, they have to talk their way out.

5) An easy mystery, solved via technology.
No idea.
They are not actually who they say they are - they are spies who had assumed the identities of these young people to perform their mission.

The Customs Boat will send bio-identification data to be confirmed by the Ship's doctor (Blood type, finger prints, etc.) When the PC's check, they learn of the decption.

Spies make a hard plea for the PC's to be benevolent, claiming cash (try to bribe the group) or that their mission is of 'Good Intent'. When this fails, the spies try to hijack the ship. Group turns them over to Authorities, and instead of getting a "Thank You", they get slapped a minor fine for failure to do a proper background check on their passengers.

PC's grumble (but get to keep the money that the spies had paid for passage).

They get a phone call shortly thereafter from the parents of the kids - they want to know where the real kids are and are willing to hire the group to find out.

6) A large mystery - solved by tracking down clues.

Group needs to trace back through spies activities to try and locate where the kids may be - group doesn't even know if they are alive. Spies aren't talking (either they are dead from the hi-jack attempt or suicide once in custody). PC's will need to learn who hired the spies (from their actual health records) and determine when the spies took over the identity of the kids. Maybe the girl has a rare medical condition that requires regular visits to a pharmacy - a check on the finances will reveal when and where she made the last purchase. This also adds a sense of urgency to the group finding the kids. This could also be one of the clues used to trip up the identity of the spies back in #5.

Further chack of finances will then reveal some purchases of goods that were delivered to an address (the spy safe house) - this provides clues on the spies themselves, and maybe who hired them. Will also provide additional info on a safe house where the kids are probably located (say the address is listed as a temporary address on the rental contract for the car used by spies to get to Starport). Or the PC's beat the info out of the goons who show up in #7.

7) A gunfight (preferable one the PCs WIN).

The person/organization that hired the spies sends a hit team after the group for blowing the job and learning more of the background clues. Make this a big gun-fight - trashes the spies place and burns time off the clock (remember, they have to get to the kids soon before the medicine wears off).

8) The big pay-off

Parents both pay a big reward for saving the kids - and the group gets invited to the wedding.

((How's that for romance Liam
))

I love the classic adaptation of Romeo and Juliet, but I am afraid that if you call it that, folks won't take it seriously. Plus use of the plot-twist will really hook the players (you know, getting cheesed off by the cops only 25-40% of the way through the adventure will make them hungry to prove themselves in the remainder, just so they can thumb their noses at the locals when they win.)

Just another variant you could keep in mid if the players decide to thwart the plot - which has NEVER happened in MY Game ;)
 
SDM,

I would never call the adventure "Romeo and Juliet in Space" unless I wanted to ensure NOBODY showed up to the demo.

Using the plot, however, I might do.

Really, when I first posted the idea, I was thinking of the old CT suplament 101 patrons. I think 30 of them began "A man and a woman approach the players requesting transit off world..."
 
SDM-Posted "They are not actually who they say they are - they are spies who had assumed the identities of these young people to perform their mission.

The Customs Boat will send bio-identification data to be confirmed by the Ship's doctor (Blood type, finger prints, etc.) When the PC's check, they learn of the decption.

Spies make a hard plea for the PC's to be benevolent, claiming cash (try to bribe the group) or that their mission is of 'Good Intent'. When this fails, the spies try to hijack the ship. Group turns them over to Authorities, and instead of getting a "Thank You", they get slapped a minor fine for failure to do a proper background check on their passengers.

PC's grumble (but get to keep the money that the spies had paid for passage).

They get a phone call shortly thereafter from the parents of the kids - they want to know where the real kids are and are willing to hire the group to find out.

6) A large mystery - solved by tracking down clues.

Group needs to trace back through spies activities to try and locate where the kids may be - group doesn't even know if they are alive. Spies aren't talking (either they are dead from the hi-jack attempt or suicide once in custody). PC's will need to learn who hired the spies (from their actual health records) and determine when the spies took over the identity of the kids. Maybe the girl has a rare medical condition that requires regular visits to a pharmacy - a check on the finances will reveal when and where she made the last purchase. This also adds a sense of urgency to the group finding the kids. This could also be one of the clues used to trip up the identity of the spies back in #5.

Further chack of finances will then reveal some purchases of goods that were delivered to an address (the spy safe house) - this provides clues on the spies themselves, and maybe who hired them. Will also provide additional info on a safe house where the kids are probably located (say the address is listed as a temporary address on the rental contract for the car used by spies to get to Starport). Or the PC's beat the info out of the goons who show up in #7.

7) A gunfight (preferable one the PCs WIN).

The person/organization that hired the spies sends a hit team after the group for blowing the job and learning more of the background clues. Make this a big gun-fight - trashes the spies place and burns time off the clock (remember, they have to get to the kids soon before the medicine wears off).

8) The big pay-off

Parents both pay a big reward for saving the kids - and the group gets invited to the wedding.

((How's that for romance Liam ))

________________________________________________
Are you a Scorpio by any chance. I detect a cynical passionate devious mind behind this version, one I don't mind at all. Just like to be sure when comparing apples and oranges. LisaGB would like either. Me? Oho, I'm biased. We need a neutral party for that one. Mind yours is good too! I like mine cuz the murderer's not whom one might think. (Note, no Tibalt character here to get whacked for Romeo/ we;ve skewed the play a bit, and even added the horseshoe of a Matriarchal society in to boot.).
________________________________________________

I love the classic adaptation of Romeo and Juliet, but I am afraid that if you call it that, folks won't take it seriously. Plus use of the plot-twist will really hook the players (you know, getting cheesed off by the cops only 25-40% of the way through the adventure will make them hungry to prove themselves in the remainder, just so they can thumb their noses at the locals when they win.)
________________________________
Naww, cuz Romeo dies, and the gal doesn't. And the matricidal warfare ends, baby gets born, family's get merged, and THAT planet is a wee more peaceful thanks to some Pc's direct actions.
won't get you knighted.
But you will get noticed, and a high speed patron on a Hi Pop TL-9 B-class port world isnae a bad thing to have.
Agreed, you cannae call it that-Shakespeare's house would sue me.
Thanks SDM!
 
Originally posted by Liam Devlin:
Are you a Scorpio by any chance. I detect a cynical passionate devious mind behind this version, one I don't mind at all. Just like to be sure when comparing apples and oranges. LisaGB would like either. Me? Oho, I'm biased. We need a neutral party for that one. Mind yours is good too! I like mine cuz the murderer's not whom one might think. (Note, no Tibalt character here to get whacked for Romeo/ we;ve skewed the play a bit, and even added the horseshoe of a Matriarchal society in to boot.).
[/QB]
Actually I am a Pisces - the cynical passionate devious mind is just a kind euphamism for what my players think of me
file_22.gif
- hence my sig.

For my version of the tale, I must admit my inspiration is more Shadowrun-esk - bascially the run you thought you were going on turns into something completely different.

No need for the comparison - I offered my alternate storyline as simply a different possible outcome depending on what the PC's like to do. After all, no one likes to be led through an adventure by the nose. At the same time, if given total freedom, then the party could choose to wander in ANY direction. Having previously planned sudden plot changes is the only defense any self-respecting GM can (and should) use to keep those pesky PC's in line.

This is even more critical for in-store demos - the GM will not be familiar with the different styles/outlooks of the players (as compared to the intimate knowledge of the players in his/her regular gaming group).
 
Originally posted by Smiling DM: Actually I am a Pisces - the cynical passionate devious mind is just a kind euphamism for what my players think of me
file_22.gif
- hence my sig.
___________________________________________
Well, being the Hunter/Sagittarius, I had to ask!
___________________________________________

For my version of the tale, I must admit my inspiration is more Shadowrun-esk - bascially the run you thought you were going on turns into something completely different.

No need for the comparison - I offered my alternate storyline as simply a different possible outcome depending on what the PC's like to do. After all, no one likes to be led through an adventure by the nose. At the same time, if given total freedom, then the party could choose to wander in ANY direction. Having previously planned sudden plot changes is the only defense any self-respecting GM can (and should) use to keep those pesky PC's in line.

____________________________________________
True, I usually lay out five alternate plans (including the "None of the Above" option meself).
______________________________________________
This is even more critical for in-store demos - the GM will not be familiar with the different styles/outlooks of the players (as compared to the intimate knowledge of the players in his/her regular gaming group).
______________________________________________
Equally true, sir. Valid points, Phydaux, are you taking notes? Hope so!
 
"Love and the SIngle Vargr", yes, read it. Well done piece RV. Go get em! Though it has some elemnets of that and several other of his stories..with much happier ending.
 
Just a disclaimer so everyone realizes I didn't write that one. It is a great adventure and could run on for a looooong time in between or with another plot line. Not to worry, I'll be submitting one or two myself soon... ;)

RV
 
I'd have a hard time getting some of my players past #3.

They laugh at people who bring fists to a gunfight.

Dean
 
Originally posted by Dean:
I'd have a hard time getting some of my players past #3.

They laugh at people who bring fists to a gunfight.

Dean
__________________
Dean, where is your suspension of belief?

Besides, the locals in #3 have no fire arms--and if you draw & fire on them, that makes you the aggressor in the eyes of the local law/Starport Authority. Even in the Starport. That makes the ones who escalated the "brawl" into murder. (Use Liaison /Admin Legal if they do, and argue in court self-defense.--there's a bureaucratic struggle there!).
The story has a rising escalation of violence. The "bad" guys start with the roughing up, and later go with guns when the PC's defy them despite that (not being intimidated).
Classic irresistable force meets immoveable object. Who will yield?

True, they can laugh at them, but if their opponents aren't swayed by body losses, where do you get time to reload? (Zulu comes to mind...)
 
Passed on yer e-mail addy to Bryan Gibson as requested. (his hotmail address that is). So.. what did you come up with ? Have you done your demo T20 game yet? I did kinda fergit to ask that earlier, absent minded me that I am!
 
Originally posted by Liam Devlin:
Have you done your demo T20 game yet?
Not yet. I just haven't had time to sit and make six differant chatacters. I really like the whole "Romeo and Juliet in Outer Space" game idea - VERY Travelleresque. I'm thinking for a demo, though, it doesn't play-up the "D20 sci-fi game" aspect enough. I might run an old "space ships and vacc suits" adventure a la ANNIC NOVA.

I'll e-mail your friend and see about getting my hands on the characters.

Thanks,

phy
 
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