Originally posted by robject:
So what I'm seeing are organization along these lines:
</font>
- Introductory Mini-Adventure 1</font>
- Mini-Adventure 2 linked to MA1</font>
- Mini-Adventure 3 linked to MA1</font>
- Mini-Adventure 4 linked to MA1</font>
- Mini-Adventure 5 linked to MA1,2,3,4</font>
...
Simple Plotlines
"stop the invaders/saboteurs"
"privateer for a day"
"be the Duke's personal, hunted courier" Okay, you want my autobiography now?
"bug hunt"
"dungeon crawl (space)"
"dungeon crawl (planet)"
"marooned and pursued"
"track down the bad trader"
In my experience, the 'dungeon crawl' was always equally hard on referee and player alike: creative players will always try to find a way to defeat or circumvent a preprogrammed adventure sequence, or try to go off on a tangent, to the detriment of plot development. The ref then reacts either by steering or coercing the players back into line. "What? we're lost/trapped like rats in a maze? Okay, I put on my grav belt and rise above the walls to scope out the nearest exit.." Frustrating for both players and referee alike.
I prefer the short adventure format; IMTU these
always grow into springboards for something broader, and they are easily woven into the ongoing campaign. I think linking is fine so long as each link is strong enough to stand alone on its own merits; it is key that the adventure not give away
too many details. The
Amber Zone feature in the old JTAS was also good in this way, although many of them needed a great deal more development by the referee before being player-ready.
I think it's always interesting to see an adventure which attempts something new, like
Signal GK did. Maybe an adventure dealing solely with character exploration/movement/combat in zero-g/zero atmo? Or one featuring robots/androids (not Virus!) as prominent characters/antagonists, a la Saberhagen's
Berserkers or
Blade Runner . I think it could really be cool to have the characters cope with a potentially catastrophic shipboard emergency: if handled properly this can be far more harrowing than combat with bug-eyed monsters!
The Argon Gambit was another good example of an unorthodox plot; the characters must really act 'in character' yet think beyond the box. Sure, these cases make the ref stretch a little more, but if they're organized and well written, the results are very rewarding.
(As a Scout, I'd love to see a campaign take place in the Imperial Fringe or Outrim Void, as
Leviathan did.)