Post by garethl on Sept 24, 2011 11:17:10 GMT
Hello everyone!
Here are a few random adventure seeds I have come up with. The first two and the last one could also be Torchwood/UNIT adventures.
There really is someone like the doctor from the first example in a town nearby.
An apple a day ...
Hook: A friend of the characters tells them about a mysterious doctor/GP in a small town not too far from here. Almost everyone in the village goes to him for a special treatment to lose weight. It works because they don't (have to) eat for weeks.
Time and Place: Modern day Earth.
Problem: The doctor is very secretive about his treatment, the villagers don't want the characters to investigate him. The alien(s) behind it all/the doctor could be mind-controlling the patients.
Fun Stuff: Dealing with the (mind-controlled) villagers, stopping family and friends wanting the same treatment.
Problems for the GM:?
Keep The Doctor Away!
Hook: An alien,living on Earth, psychically draws the attention of the characters and asks them for help. It is very sick/dying and can't just walk into a human hospital because they wouldn't have the right medicines or equipment to heal it.
Time and Place: Modern day Earth.
Problem: The alien doesn't want to be treated at a UNIT or Torchwood facility and is rather keen on getting of the planet.
Complications: The players slowly find out that there is a long string of disappearances that can be linked back to the alien. Will they still help it? The Judoon might try to arrest it the moment it leaves Earth.
Fun Stuff: The alien could tell the players about the strange human customs it had to learn or how it managed to stay out of the hands of Torchwood/UNIT/Other. The alien could be someone the party has left on Earth in a previous episode.
Problems for the GM: What is there to stop the players from just giving the alien a lift in the Tardis?
Double Auction
Hook: The party is handed a small leaflet: “The Tardis is up for auction”. Luckily it has space-time coordinates on the back.
Time and Place: Somewhere on a small asteroid and somewhen in the future.
Problem: When the Tardis arrives at the specified location and time there is nothing but an empty asteroid. They are met by the Auctioneer who tells them the auction house is an hour out of sync with the rest of the universe.
Complications: Upon seeing two Tardisses, the other potential buyers will demand an explanation from the Auctioneer. One of the Tardisses could be/is fake but the Auctioneer's minions(Graske?) have shuffled both around. The Auctioneer will try to sell both Tardisses or steal the real one.
Problems for the GM: Why would aliens that could visit a specific place and time,that's also out of sync, need a time machine? How can there be two Tardisses and do they look alike? Can't the Doctor/Timelord just feel which one is real. How did the Auctioneer get the first Tardis?
The Crocodile Dillemma
Hook: A child has gone missing and the media and the police are trying their bests to find it. The player characters know/remember this when a strange hooded person approaches them and tells them the child is safe for now. The party is asked to come to an abandoned mine. Alone!
Time and Place: Any time and Earth
Problem: Thanks to the Time War/ Cracks in time The Crocodile, some sort of Vortex monster, has settled near a Silurian colony in the old mine. It is sentient and feeds on potential energy via the Crocodile Dilemma. The child was playing too close to it and eaten. The Crocodile promises the father that his son will be returned if he can correctly predict whether or not the monster will return the child. The Silurians have come to the party for help and advice.
Complications: The parents are guarded by the police. No-one said The Crocodile couldn't move. It might decide to eat the rest of the town or the Silurian colony.
Fun stuff: Creating random paradoxes to distract/slowdown The Crocodile.
Problems for the GM: Why would a child play in an abandoned mine? Maybe it befriended the Silurians? How do you get out of this situation?
Here are a few more. I don't particularly like Dilemna and Don't talk back! but it may inspire some of you.
The Infinite Hotel (maybe a bit too similar too The God Complex)
Hook: Posters start to show up in various places. They contain a simple message: “The Infinite Hotel is running out of rooms! Please don't book any new stays.”
Time and Place: Any time and The Infinite Hotel could be placed anywhere.
Problem: The Infinite Hotel is literally an infinite hotel. Or so it seems. The hotel is currently full and an infinite amount of guests is about to arrive. The Infinite Hotel is not infinite of course but an elaborate computer simulation that is about to run out of memory.
Complications: Landing a Tardis in a virtual infinite hotel could be the source of some strange spatial effects. Some of the guests may be old enemies of the group. Sabotage attempts from other not infinite hotels.
Fun stuff: You never know who you are going to meet next!
Problems for the GM: How does a virtual hotel that you can physically visit work? Transmat buffers perhaps? Keeping track of all the guests might be a bit hard: you could use a random chart.
Don't talk back!
Hook: Witchcraft is the next big thing when our time travellers return home.
Time and Place: Home era and place of character(s).
Problem: The Carrionites are back and have mesmerised the whole country/world with their strange magic. Everyone is in a sort of coven or magic group. Humans are being taught real magic spells(word based technology).
Complications: If someone uses a spell on a non-magic user/sceptic and that person talks back they are instantaneously changed in a magic believer!
Fun stuff: The Doctors “Before you do something stupid ...” is rendered dangerous. Small resistance groups with weird people not believing in magic.
Problems for the GM: What sort of magic is allowed? What is the cause of this worldwide phenomena? Morphic fields or some sort of advanced spell? The don't talk back rule might be too powerful and should be made clear before encountering a casting person.
Dilemna (see Dilemma on wikipedia)
Hook: The word dilemna is creeping up more and more. It has almost replaced the correct dilemma.
Time and Place: Home era and place of character(s).
Problem: There is no problem at first. Language changes. The real problem starts when people use dilemna when they mean something else. They whole human race is starting to chant dilemna repeatedly. The only ones not affected are the characters.
Complications: Some charismatic character appears who can still speak normal. Humans stop chanting and resume their normal lives. The Carrionites or the Master might be behind it all and the chanting is summoning them/him from beyond the walls of the universe.
Fun stuff: The GM can have a lot of fun slipping dilemna in dialog.
Problems for the GM: What is the cause of this worldwide phenomena? What can the party do about it? Find a promising playwright, snap him out of the chant and let him make an opposite one?
Do you have any advice? What could be improved? Is there a standard for formatting seeds
that I missed?
Thanks for reading! ;D
Here are a few random adventure seeds I have come up with. The first two and the last one could also be Torchwood/UNIT adventures.
There really is someone like the doctor from the first example in a town nearby.
An apple a day ...
Hook: A friend of the characters tells them about a mysterious doctor/GP in a small town not too far from here. Almost everyone in the village goes to him for a special treatment to lose weight. It works because they don't (have to) eat for weeks.
Time and Place: Modern day Earth.
Problem: The doctor is very secretive about his treatment, the villagers don't want the characters to investigate him. The alien(s) behind it all/the doctor could be mind-controlling the patients.
Fun Stuff: Dealing with the (mind-controlled) villagers, stopping family and friends wanting the same treatment.
Problems for the GM:?
Keep The Doctor Away!
Hook: An alien,living on Earth, psychically draws the attention of the characters and asks them for help. It is very sick/dying and can't just walk into a human hospital because they wouldn't have the right medicines or equipment to heal it.
Time and Place: Modern day Earth.
Problem: The alien doesn't want to be treated at a UNIT or Torchwood facility and is rather keen on getting of the planet.
Complications: The players slowly find out that there is a long string of disappearances that can be linked back to the alien. Will they still help it? The Judoon might try to arrest it the moment it leaves Earth.
Fun Stuff: The alien could tell the players about the strange human customs it had to learn or how it managed to stay out of the hands of Torchwood/UNIT/Other. The alien could be someone the party has left on Earth in a previous episode.
Problems for the GM: What is there to stop the players from just giving the alien a lift in the Tardis?
Double Auction
Hook: The party is handed a small leaflet: “The Tardis is up for auction”. Luckily it has space-time coordinates on the back.
Time and Place: Somewhere on a small asteroid and somewhen in the future.
Problem: When the Tardis arrives at the specified location and time there is nothing but an empty asteroid. They are met by the Auctioneer who tells them the auction house is an hour out of sync with the rest of the universe.
Complications: Upon seeing two Tardisses, the other potential buyers will demand an explanation from the Auctioneer. One of the Tardisses could be/is fake but the Auctioneer's minions(Graske?) have shuffled both around. The Auctioneer will try to sell both Tardisses or steal the real one.
Problems for the GM: Why would aliens that could visit a specific place and time,that's also out of sync, need a time machine? How can there be two Tardisses and do they look alike? Can't the Doctor/Timelord just feel which one is real. How did the Auctioneer get the first Tardis?
The Crocodile Dillemma
Hook: A child has gone missing and the media and the police are trying their bests to find it. The player characters know/remember this when a strange hooded person approaches them and tells them the child is safe for now. The party is asked to come to an abandoned mine. Alone!
Time and Place: Any time and Earth
Problem: Thanks to the Time War/ Cracks in time The Crocodile, some sort of Vortex monster, has settled near a Silurian colony in the old mine. It is sentient and feeds on potential energy via the Crocodile Dilemma. The child was playing too close to it and eaten. The Crocodile promises the father that his son will be returned if he can correctly predict whether or not the monster will return the child. The Silurians have come to the party for help and advice.
Complications: The parents are guarded by the police. No-one said The Crocodile couldn't move. It might decide to eat the rest of the town or the Silurian colony.
Fun stuff: Creating random paradoxes to distract/slowdown The Crocodile.
Problems for the GM: Why would a child play in an abandoned mine? Maybe it befriended the Silurians? How do you get out of this situation?
Here are a few more. I don't particularly like Dilemna and Don't talk back! but it may inspire some of you.
The Infinite Hotel (maybe a bit too similar too The God Complex)
Hook: Posters start to show up in various places. They contain a simple message: “The Infinite Hotel is running out of rooms! Please don't book any new stays.”
Time and Place: Any time and The Infinite Hotel could be placed anywhere.
Problem: The Infinite Hotel is literally an infinite hotel. Or so it seems. The hotel is currently full and an infinite amount of guests is about to arrive. The Infinite Hotel is not infinite of course but an elaborate computer simulation that is about to run out of memory.
Complications: Landing a Tardis in a virtual infinite hotel could be the source of some strange spatial effects. Some of the guests may be old enemies of the group. Sabotage attempts from other not infinite hotels.
Fun stuff: You never know who you are going to meet next!
Problems for the GM: How does a virtual hotel that you can physically visit work? Transmat buffers perhaps? Keeping track of all the guests might be a bit hard: you could use a random chart.
Don't talk back!
Hook: Witchcraft is the next big thing when our time travellers return home.
Time and Place: Home era and place of character(s).
Problem: The Carrionites are back and have mesmerised the whole country/world with their strange magic. Everyone is in a sort of coven or magic group. Humans are being taught real magic spells(word based technology).
Complications: If someone uses a spell on a non-magic user/sceptic and that person talks back they are instantaneously changed in a magic believer!
Fun stuff: The Doctors “Before you do something stupid ...” is rendered dangerous. Small resistance groups with weird people not believing in magic.
Problems for the GM: What sort of magic is allowed? What is the cause of this worldwide phenomena? Morphic fields or some sort of advanced spell? The don't talk back rule might be too powerful and should be made clear before encountering a casting person.
Dilemna (see Dilemma on wikipedia)
Hook: The word dilemna is creeping up more and more. It has almost replaced the correct dilemma.
Time and Place: Home era and place of character(s).
Problem: There is no problem at first. Language changes. The real problem starts when people use dilemna when they mean something else. They whole human race is starting to chant dilemna repeatedly. The only ones not affected are the characters.
Complications: Some charismatic character appears who can still speak normal. Humans stop chanting and resume their normal lives. The Carrionites or the Master might be behind it all and the chanting is summoning them/him from beyond the walls of the universe.
Fun stuff: The GM can have a lot of fun slipping dilemna in dialog.
Problems for the GM: What is the cause of this worldwide phenomena? What can the party do about it? Find a promising playwright, snap him out of the chant and let him make an opposite one?
Do you have any advice? What could be improved? Is there a standard for formatting seeds
that I missed?
Thanks for reading! ;D