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What you like in adventures.

Blue Ghost

SOC-14 5K
Knight
Or, really cool stuff you liked about adventures you've played. What was your favorite adventure? It can be from any version or setting, and what did you like about it? :)
 
It hasn't even been a day yet. School just started in many places across the United States.

What I want out of adventures or gaming (RPG) has changed over the years. The socialization hasn't but the actual challenge in the game has.

Early on it was EXP and killing things.
Later on it was making unique and bragging like characters
When I began running a SciFi RPG, I found that many want to do different things than was available in most adventures and play out what they would do if X happened (from a movie or good book).

Later, I want intrigue and socialization. Getting there a good half of the adventure (interaction with others, things learned along the way, small challenges/side attractions that could lead you astray if you are not careful), while the end goal is not the end of the line. Ie more of continuous world environment.

Dave Chase
 
I know the feeling lol

My favourite adventure is Death Station, it is my go to scenario for a new group. I have changed the details of what they find on the station, from the plague to cyberzombies, cthulhu mythos nasties to psionic echoes.

I like mysteries, espionage, techno-thriller type stuff. And the occasional alien loose in the ducts.
 
I love an espionage game, but lately I'm finding that many of the tropes I've set up haven't been that - well - science fictiony. I'm trying to reassess MTU with an eye to actually having something more Sci Fi than what I generally plan.
 
I think the key to that, jawillroy, is to ensure that your plot uses some element that can ask that "what if?" question. A lot of good science fiction stories are only science-fictiony in changing the environment and asking the question "does this change how humans deal with the universe, or not?"
 
I probably wrote this in the old thread but anyway... the first Traveller I played back in the early 80s (82?) was run by a best friend refereeing a single-player scenario for me. We played at school in a lunchbreak.

It was pretty free-form, so I could choose my own goals. There was some set-up with a patron in a starport, I was ship-less so decided to steal a scout ship along with some criminal acquaintances (NPCs).

The game ended soon after lift-off with atmospheric fighters (a proto-COACC?) dogfighting the escaping ship and one crashing into the hull - as we reached the higher atmosphere it was clear there was at least one hull breach close to where I was fighting a security man who'd been on the ship when we stole it.

I was trying to finish putting on a vacc suit from the Ship's Locker when he jumped me. In fact we were fighting in the locker as the atmos pressure dropped, and he swung a crowbar through my visor.

Game over but huge fun, and I've had a thing for criminal adventures ever since, especially involving hijacks or ship-stealing or skipping/repo work.

As to proper structured campaign type games, Twilight's Peak was my introduction and is still fondly regarded, at least by me.
 
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I like adventures that have mysteries to be solved. The occasional treasure hunt is fun, too.

I'd like to play out a First Contact scenario some day.
 
I was mulling this over, trying to find any common elements in my faves. Not in any particular order, I like ancient (not necessarily the Ancients) mysteries as in "Raiders of the Lost Ark", "Forbidden Planet", "Twilight's Peak", and the "Sky Raiders" trilogy. I tend to prefer small-unit or non-military action, probably because I don't have a military background, and tend to get details, tactics and strategy embarrassingly wrong. However, I tend to run bad guys as arrogant, over-confident space martinets, so it doesn't hurt too much if they have the military sense of Steve Urkel. I like there to be something alien or off, even if it's just a green sky, or calling a horse a smeerp. Most of my players don't have a strong science background. I may have the most knowledge there, somewhat coreward of Discover magazine, but somewhere rimward of Scientific American. Ergo, not a lot of real science, or even technobabble. I guess to slap a single label on it, low rent space opera, more toward the "Firefly" end of the scale than "Star Wars".

I also tend to use the word "tend".
 
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If you look at a good chunk of science fiction, you'll note that there are a significant number of fighting-crime themes going on there. I tend towards high adventure because to me evading the natives, dancing around dangers, meeting aliens or fighting or escaping strange alien menaces is what sci-fi is all about (that, and the occasional strange physic's anomaly). I like those more than anything else.

How about rescue missions? Or how about exploring strange alien landscapes with ruins of somekind? What do you guys think of those?
 
Ah yes, the rescue mission. I entirely forgot my fondness for the damsel in distress. Usually a spunky daughter of an archeologist, a la Marion Ravenwood.
 
There are only so many stories in the universe; 7 I think

I like the real basic intro: Patron "X" wants you to travel to location "Y" and get item/person "Z". If "Z" is a fake please return with proof. Then throw in a classic Traveller curveball: bad intel on Location "Y", Misjump!, etc. that leads to side adventures. Check to see how the group likes sandbox V linier adventure and proceed with what fits the preferred play style of the group.

Throw in some area specific gear to shop for, maybe a rumor table to generate false leads (more side adventures!) then add NPCs to add confusion/drama.

Generally speaking:
25% PC interaction
20% PCs interact w/ NPCs
20% non-violent skill checks
20% ship combat
15% personal combat

A few of the very satisfying PBEM games I have participated in over the years spent a long time on the "intro" and "travel to" phases. A few ended there, a few continued and then ended mid-game, and a few actually reached a conclusion/goal.

"What I like in an adventure?"
I guess my answer would have to be..................Me and some fellow Traveller Players to interact with.
 
Personally, my favourite Traveller adventures are those incorporating Space Travel and use of vehicles and technology. I always find a ship combat or two very exciting and enjoy seeing how players use technology.

On the adventures side of what I like to see, well with Traveller, deffinately the Droyne and Ancients side of the universe is what I'd like to see a lot more of. Such a terrific concept the ancients and I'm certain a lot of Babylon 5 must have been inspired by Traveller at some point.

Now as for the adventures content, here's what I'd really like to see:

MAPS and lot's of them including Starship layouts(while some starships will be similar, not all decore' on a starship is going to be identical correct?).

BUILDING LAYOUTS: Not nearly enough of these for Traveller. Confounded AD&D has entire cities mapped in incredible detail and with encounters for each and every aspect of the city, where the characters will walk around etc. Traveller deserves to see this kind of treatment on a futuristitic SciFi scale and setting.

INTERESTING locations to visit. Strange environments make for exciting role playing and force players into thinking outside the square.

MORE ADVENTURES SET IN Hazardous environments. Nuff said.

SIDE QUESTS/ITEMS of personal value: Goals other than just obtaining wealth and fancy gadgets make the characters lives more rewarding.

A minor item of note would be a good one page table of NPC's integral to the adventure that pop up at random points and in random order. Even the Ref would find this interesting.

Adventures that incorporate the possibility that a starship may not arrive at it's intended destination and perhaps a table of possibilities based on point of origin.

I'd really like to see somones interpretation of jump space and if it's possible for other worlds to exist in jump space. I'd always imagined if such a place was possible then the players would only be able to stay on such a planet for a limited time(the Jump space fatigue issue).

Finally adding a new species or race is always a great idea.
 
Maps are good. I'm a sucker for a well-drawn starship deck plan too. The layouts of a lot of the CT-era deck plans don't make a lot of sense to me, but that's a topic for another thread...

Exotic and/or hazardous environments could be used more. Even within the "Earthlike planet" category, there's a lot of room for the strange and unexpected. Then there are the truly exotic environments like Titan. Or how about a world that's big enough to retain primordial helium in its atmosphere, but too small to hang onto hydrogen? Big gasbag critters are then feasible within a human-habitable environment. I think this sort of thing has a lot of untapped potential.

Personal side quests: the search for the Imperium's best Astroburger?
 
Humaniti Versus FOOD or Food related shows

Personal side quests: the search for the Imperium's best Astroburger?

Nice, now I am picturing the Imperial versions of Guy Fieri and Adam Richman Jumping across the Spinward Marches with a film crew in a classic 970s Type A2 Merchant Ship. All the Ref would need are two heavy handed role players, several hours of Food Network/Travel Channel programing supplemented with anything starring Simon Pegg and Nick Frost.

On second thought, this sounds more like an excellent Beer and pretzels sort of game.
 
Burocrate; in your previous post you listed personal combat as only being 15% of your criteria for a good adventure. It sounds like you desire a good texture for the adventure that will help transport you and your friends (or fellow players) to someplace that's filled with wonder, and that fighting a monster or duking it out with pirates or invaders, though fun, is not the thing that makes or breaks the adventure.
 
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