Tchklinxa June 21, 2015 - 8:40pm | One of my favorite old movies is Operation Petticoat. So I was watching it today with hubby and I began wondering could it be reworked into SF adventure... Elements would be 1 a military ship that can land on planets... the Star Tiger. Ship gets attacked at port on planet or space but a good chunk of crew survives, but fleet considers it a loss, except for crew which must get it fixed enough in 2 weeks to leave port or abandon it & station, part of crew transferred to another war ship, PCs are the folks around the station/port no one wants on their ship... lol. Have native Voodoo folks bless ship if on land. PCs through hook & crook must get the shopping list for repair of the ship. Get ship off world/off station an jumped away, escaping attacking fleet. Ship gets to small outpost, effect more repairs, send PCs to check out out post, discover survivors from attack, take them on board. Drop out of void chance to strike enemy cargo ship. Jump away again. Jump to next base, still need tons of stuff, try to get rid of troublesome passengers... epic fail, hook & crook some more, complete with stealing some sort of critter for dinner, and protective painting the ship's hull with a hot florescent color not military as that is what is left for base the military color never get's applied because of... full on invasion requires more passengers taken on, kids & prego women, livestock for babies! Oh ships radio still broken can hear can't broadcast... Sathar Sussy broadcasts messages to ship surrender, next time drop out of void friendly ships, but they think your ship is a Sathar trick, more running and escaping, PCs must figure out a way to signal friendly ships successfully or escape. The goal make successful contact with friendly forces and get to a safe harbor. Anyhow just an idea from a great old film, and it could be a great challenge for players as it is a lot of breaking & entry, hustling, stealing, vehicle stealing, vehicle chases and evasion and jerry rigging things to make it all happen. "Never fire a laser at a mirror." |
bossmoss June 22, 2015 - 1:21am | I've found that old movies tend to work well as adventures, especially WWII movies. |
jedion357 June 22, 2015 - 6:32pm | Actually....Shadowshack did something like this with his reverse Volturnus where the PCs were the pirates. I believe the PCs had to sort of rebuild a ship before the sathar arrived or be stuck on Volturnus when the fecal matter hit the rotary air impeller. (the rest of the pirates had rocketed out and left them behind) Non the less I think your idea has merit. Though I would not want to stick to the script of the movie slavishly and allow for a little "sand" in the script. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Tchklinxa June 22, 2015 - 6:41pm | Oh no it would have to be changed... especially since it is one of hubbies favorite too But it got me thinking about the idea of a crew that has to circumvent all the rules to get the ship up and running, and every stop something happens that adds to their challenge... and they can't jump far because of engine issues of course. So it becomes a scavenger hunt & don't get caught adventure... a no nonsense Vrusk captain to deal with, but on the plus side he does not want to loose his ship either. Just thought I'd toss the idea out. "Never fire a laser at a mirror." |
jedion357 June 22, 2015 - 6:48pm | I like it. it could also work for Satharmeggedon where the sathar have gotten their act togehter, more or less, and swarmed through the frontier overwhelming 90% of space fleet. can the PCs get the ship off the ground? ok where do you want to plot a jump to? referee can have stuff planned at various jump points I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack June 22, 2015 - 7:38pm |
Actually....Shadowshack did something like this with his reverse Volturnus where the PCs were the pirates. I believe the PCs had to sort of rebuild a ship before the sathar arrived or be stuck on Volturnus when the fecal matter hit the rotary air impeller. (the rest of the pirates had rocketed out and left them behind) That's where the PbP game dwindled apart...but you're right so far. The dilemma was the pirate PCs actually had two craft: A Truane's Star shuttle from the first mission that was, for the most part, functional but needed a few minor bits that could be salvaged from Outpost One or Slave City One. A crashed scout ship was the other one they had access to, with one functional drive but in need of major repair. One ship could be salvaged to repair the other. The kicker is none of the PCs were skilled enough to operate either craft so the agenda was to attempt locating any marooned pirates that could, and hopefully repair the starship and escape before the inbound sathar fleet arrived. SPOILER --- In the end the pirate PCs would not find any skilled ship operators left behind (all they would find would be a few low level jobbers such as the Amazing Shock Glove Man from the Serena Dawn assault etc) and would have little choice but to side up with the Truane's Star exploration Team of NPCs and fight the sathar war on the ground. They could leverage this act for a pardon or go so far as to convince the Truane's Star government a charter as privateers with their marooned craft legally acquired under UPF salvage laws. |