A 1001 Campaign/adventure ideas

jedion357's picture
jedion357
January 6, 2009 - 12:43am
This is just a list of campaign/ adventure idea that I'd like to explore beyond the printed modules.

1. Satharmegdon -search for the sathar homeworld to bring war to the worms
2. Mechanon Revolt
3. Race war on Volturnus- someone has been teaching the gunpowder tech (musket rifles) to the edestkai and they've started a holy war to stop the Ul-mor from killing anymore quickdeaths.
4. civil war- Araks rebells against the oppressive authority of Athor
5. Dramune war
6. Return to earth
7. Time travel that give the PCs the chance to wipe out the Sathar before they can ever bother anyone but ends up making them what they are today.

Social issues I'd like to touch on/ explore in a campaign
1. cloning/ genetic engineering/ slavery
2. gun control
3. corporate corruption


Cool sci-fi ideas that I'd like to use to add interest and polish to a campaign:
1. living ship (Farscape)
2. genetic engineering
3. AI, androids, cybernetics
4. Meta-physics & wormholes

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

Will's picture
Will
January 6, 2009 - 5:51pm
Interesting.....

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Shadow Shack's picture
Shadow Shack
January 6, 2009 - 7:58pm
I penned a mega-module back in high school where the pirate factions (pirates become the organized crime syndicates in my campaign, headed up by the Star Devil) gained control of the uranium/plutonium atomic drive fuel facilities. They set the supply and prices, thus holding the Frontier in their grip as they basically dictate travel in the space lanes.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
January 7, 2009 - 9:29am
Shadow Shack wrote:
I penned a mega-module back in high school where the pirate factions (pirates become the organized crime syndicates in my campaign, headed up by the Star Devil) gained control of the uranium/plutonium atomic drive fuel facilities. They set the supply and prices, thus holding the Frontier in their grip as they basically dictate travel in the space lanes.


I could see Ion drives becoming popular under these circumstances
But tell us about campaign ideas and half baked adventure ideas that you never got to run with or develope.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
January 10, 2009 - 3:47am
Yes, Ion Drives became a certain comodity during that time frame...alas the greedy mega corps that produced them caught on quickly and charged a little more for them once the demand popped up. And then there was the downtime to convert ships over to ion drives...I mean when a freight hauler has a load that needs to go to the X system he has the choice of taking it there or waiting af ew months for the conversion and missing out onthe business. It's still a trickle down effect.

Quote:
But tell us about campaign ideas and half baked adventure ideas that you never got to run with or develope.


Eorna and Mechanon developements. I had a slew of ideas with both that I never ran with. One I mentioned over at the Volturnus Ending thread: a squadron of Eorna fighter craft that could be discovered and used in a KH battle sequence. Some Eorna pilots could be whipped up but they would need the characters to operate the guns or some such scenario.

Another plot I always wanted to expand on was the "Hepplewhite Inc" ship scenario from the AD Expanded rulebook. On of my secondary player characters is "Rinny" from the module, he is paired off with another second generation character (the son of one of my primary characters) and I've always had a hankering to explore the background of the crashed ship and the company it was operated under.

If you've seen any of my Port Loren Raiders online games (one ran here and the other at SF.org) I really did some expansion on that game, tailoring it for seasoned PCs rather than basic beginners.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website