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jhilahd Novice
Joined: 15 Aug 2003 Posts: 55 Location: Mesquite, The Republic of Texas
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Posted: Fri Mar 23, 2012 12:39 pm Post subject: [POSM] Need some adventure ideas/suggestions |
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Hey all,
So my college daughter is home for spring break, and informed me this morning that her and her BFF wanted to play some Pirates of the Spanish Main tomorrow.
My reply "uh...ok"
Now I have no problems running SW. But I'm hitting a wall with ideas for them to do.
We played an intro adventure a couple of months ago and made characters. The adventure was real loose and not a lot of substance. Granted they had fun, but I was mentally a wreck.
So I'm trying to come up with some ideas for them to do.
I thought since one of them is a run-away noble type, and still loves that life style but wants the freedom of a swashbuckler, I'd start them off at a ball. They were invited on a false pretenses(pretending to be ladies that they were not). I figured that it'd be at a place in the heart of a town, like Falmouth or Port Royal. The owner has a collection of X during the course of the evening plans on unveiling his newest piece.
During the ball, the girls will catch glimpses of someone who looks like one of them or both. That person will steal the X piece. The guards will cry out, alerting the guests, and will tell the host who it was and accuse one of the players.
Chase ensues.
I was thinking a rooftop chase/market type scene.
From there they are either captured or escape. Either one should have them wanting to catch the thief. And perhaps the thief will involve themselves in the chase and cause the girls to be caught.
I don't know... after that I lose focus on what to do.
I'm looking at a 1-2 hour(maybe 3) game with 2 players who often go waaaaay off the map, but yes... have fun.
Does the above sound like a potential oneshot? Too corny? Predictable?
Open ended?
Help!!! |
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jhilahd Novice
Joined: 15 Aug 2003 Posts: 55 Location: Mesquite, The Republic of Texas
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Posted: Fri Mar 23, 2012 3:16 pm Post subject: |
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And yes, I know about the One-sheets and the awesome adventures just a smidge down the forum list here.  |
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VonDan Legendary

Joined: 08 Jul 2008 Posts: 3244
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2300 Location: Orlando, Florida
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Posted: Fri Mar 23, 2012 3:52 pm Post subject: |
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If you're wanting the game to wrap up in as little as ONE hour, you'll need to account for the possibility that things will string out for longer than you'd intended, and you might have to find a good wrap-up point earlier than planned. For this reason, many of my convention games are "modular," in that I'm prepared to get to a stopping point at various stages in the adventure, or, if absolutely necessary, to rip out "optional" encounters/events in the middle of the adventure if it looks like I'm running short for time.
No matter how fast the combat/action system works in a game system, there's going to be a certain amount of time it takes for players to talk among themselves and come to decisions; I find that eats up a LOT of time in my own games (unless I force the issue by giving the players a countdown to make a decision or spend the round "just arguing" and doing nothing), though your own experience may vary greatly.
Anyway, the bare-bones details you've spelled out so far sound like a pretty good framework to build an adventure again. I'd just want to flesh it out with specific names, descriptions (what is the treasure and what does it look like?), etc., so I as a GM am not fumbling to fill in the details mid-adventure. _________________
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jhilahd Novice
Joined: 15 Aug 2003 Posts: 55 Location: Mesquite, The Republic of Texas
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Posted: Fri Mar 23, 2012 4:38 pm Post subject: |
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@VonDan
lol I saw... trust me I went through it trying to grab ideas. See my second post.
I hit that first.
@Jordan Peacock
yeah, I know it can spill longer. The girls love gaming, but we cover alot of ground with just me and them. I can nudge them through a couple of established NPC's we used last time, and I really try to focus on the pacing with them. For whatever reason(sorry tangent) I stress out more about the games I run for my kids and their friends than I do my normal gaming group. Weird.
Ok... yeah, the names are vague in my initial post because I have ideas of the who and the what, and will need to add about a dozen or so more npc's as attendee's of the ball.
Plus as I write this, I am thinking "how are they going to recover the maguffin?" So I'm thinking a cove ala bat cave for our thief might work...
Anywho... sometimes just "talking" this outloud helps.
Thanks. |
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Jordan Peacock Legendary

Joined: 08 Sep 2007 Posts: 2300 Location: Orlando, Florida
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Posted: Fri Mar 23, 2012 5:18 pm Post subject: |
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| jhilahd wrote: | | Plus as I write this, I am thinking "how are they going to recover the maguffin?" So I'm thinking a cove ala bat cave for our thief might work... |
How about a race to the docks? The theft has been planned in advance (it was well-known when the masquerade ball would be and where the treasure would be stored), and there's a ship in port, all set to cast off and set sail as soon as the thief makes it aboard. In fact, there could be a paid informant in town who's supposed to light a signal lantern once the thief is sighted and on her way, at which point the crew will start casting off lines and raise the sails, expecting that the theft won't go unnoticed for long and that they want to be nowhere near when that happens.
*IF* the heroines do exceptionally well and catch up to the thief before she gets to the docks, then you could have a brief showdown, perhaps fighting each other while on horseback. If they're galloping through a market, the thief might do things such as cut awnings to try to drop them over the heads of her pursuers, knock over produce carts, scream lies about how "Help! Help! A murderer is after me!" in hopes that a random upstanding citizen might step out to slow down the pursuer, etc. Several of them could just be resolved as Tricks, or just a simple trait roll on the part of the PCs to evade (Riding check or Agility at -2 -- player's choice -- to avoid a dropped awning or leap over a produce cart; Persuasion, Intimidate or Riding check to convince townsfolk to get out of the way, or simply have the horse leap over them, etc.).
However, rather than just letting the fleeing villain get all the cool moves, you could encourage the heroines to think of tricks they can pull to get an angle. If the heroines are local, you might have an intersection come up, and a successful Common Knowledge check allows a heroine to realize there's a shortcut she can take to try to get AHEAD of the villain (or at least to close the distance); if the players think of this on their own (i.e., "Is there somewhere up ahead we could take a different turn and take a shortcut?") then they get a +1 to the roll.
Or, if a heroine has a firearm, she might get a chance to take a trick shot to knock down some obstacle (e.g., a wooden frame piece that's holding up rickety scaffolding) to get in the villain's way to slow her down -- though it'd be a hefty penalty such as -4 (-2 for moving platform, -2 for called shot), but the payoff would be dramatic if it can be managed.
There could be the occasional *presented* opportunity, but ideally the players will eventually be looking for opportunities on their own. A la, "Is there something I could shoot at to knock something over to slow her down?" or "The next time we turn a corner, can I take the corner sharper to try to gain on her?" And if it's even remotely possible, then, "Sure! Roll your Shooting at -4" or "Sure! Riding check at -2, but if your total is 1 or less, you'll collide with something and have to take another Agility test not to be knocked off your horse...." And be sure to find excuses to award Bennies for swashbuckling banter -- perhaps shouting out insults or taunts at the villain to try to distract her at a critical moment.
Anyway, a cove could work just as well as the docks for a "getaway ship," but the ship might at least present an opportunity for further expansion if there's any interest in continuing this adventure further. _________________
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jhilahd Novice
Joined: 15 Aug 2003 Posts: 55 Location: Mesquite, The Republic of Texas
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Posted: Fri Mar 23, 2012 6:37 pm Post subject: |
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OOOOOooooo I love it. Yoinking it.
Thanks! |
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VonDan Legendary

Joined: 08 Jul 2008 Posts: 3244
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Posted: Fri Mar 23, 2012 7:05 pm Post subject: |
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rather than a ship have him flee to a long boat or skiff with orr and sail, (save the ship as a location for the next adventure).
If they don't catch up before the gets to his skiff they have one last chance to get to the harbor entrance, climb the wall of the old fort and drop a rusty cannon ball on his skiff by hand _________________ http://s61.photobucket.com/albums/h51/Vondan/ |
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