With some finishing touches, Shadows can be a very useful introductory scenario to lead newbies thru.
It's an Indiana Jones-like exploration thing. The set-up is provided, all you have to do is go in and look for treasure. It's got several levels, has sheer drops, for goodness' sake it's pyramidal -- classic Traveller (pun intended).
So here are some ideas I've got that may flesh out the game a bit.
0. Toxic atmosphere. Suits are safe, but they do inexorably corrode. Cause abrasions and debris to further shorten the lifetime of a suit.
1. Ambience. The artificial light should be intermittent, flickering, or missing at several locations.
2. Treasure. Twilight's Peak had treasure; Shadows should, too. And note how the treasure in TP were desirable and cool, but didn't upset game balance. So should Shadows treasure be. Some of them are unique souvenirs: then make them unique. Inscribe one. Give another an eternally glittering inset. Bevel another in an unusual but strangely ergonomic way. Describe them with rich adjectives and players will treasure them.
3. Monsters. If this were a dungeon, they would be monsters. As it is, they are now denizens of the planet. Add in strangler vines, carnivorous pack hunters, a large thing that is mostly teeth.
4. Obstacles. For example, part of the power plant is this thick beam of pure energy blocking access to the power plant's controls. Maybe a security setting that got tripped during one of the twenty million earthquakes? How you gonna turn that beastie off? Extra points for creative thinking.
5. Boss Fight. A final showdown with Bad Guys (pirates, or, for heroic characters, warriors in stasis pods).
It's an Indiana Jones-like exploration thing. The set-up is provided, all you have to do is go in and look for treasure. It's got several levels, has sheer drops, for goodness' sake it's pyramidal -- classic Traveller (pun intended).
So here are some ideas I've got that may flesh out the game a bit.
0. Toxic atmosphere. Suits are safe, but they do inexorably corrode. Cause abrasions and debris to further shorten the lifetime of a suit.
1. Ambience. The artificial light should be intermittent, flickering, or missing at several locations.
2. Treasure. Twilight's Peak had treasure; Shadows should, too. And note how the treasure in TP were desirable and cool, but didn't upset game balance. So should Shadows treasure be. Some of them are unique souvenirs: then make them unique. Inscribe one. Give another an eternally glittering inset. Bevel another in an unusual but strangely ergonomic way. Describe them with rich adjectives and players will treasure them.
3. Monsters. If this were a dungeon, they would be monsters. As it is, they are now denizens of the planet. Add in strangler vines, carnivorous pack hunters, a large thing that is mostly teeth.
4. Obstacles. For example, part of the power plant is this thick beam of pure energy blocking access to the power plant's controls. Maybe a security setting that got tripped during one of the twenty million earthquakes? How you gonna turn that beastie off? Extra points for creative thinking.
5. Boss Fight. A final showdown with Bad Guys (pirates, or, for heroic characters, warriors in stasis pods).
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