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Post by missyfan45 on Jul 4, 2020 23:57:00 GMT
i use GURPS sourebooks a lot for my ideas especially stuff like Kenneth Hites Suppressed Transmission series of books there are some great ideas there for adventures of any genere and i will provide some in this thread
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 25, 2020 9:45:29 GMT
i use GURPS sourebooks a lot for my ideas especially stuff like Kenneth Hites Suppressed Transmission series of books there are some great ideas there for adventures of any genere and i will provide some in this thread The Suppressed Transmissions were a wonderful source f ideas and inspirations especially for time meddling, alternate histories and weird history. Unfortunately they're mostly unavailable now except for the three PDF collections. Ken Writes About Stuff was a good continuation, and included more Modern Day UFO and TimeWatch material but that's also now defunct, along with TimeWatch itself.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 25, 2020 15:08:21 GMT
BTW there's a slew of free GURPS adventures (most dual system) over at One Shot Adventures that could be modified to fit AITAS. They're in a variety of genres.
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Post by missyfan45 on Jul 25, 2020 17:21:32 GMT
i love the Suppressed Transmissions i had them on pdf once i purchased them also theirs a pyramid collection and a thread on rpg net
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 29, 2020 10:25:00 GMT
. Some thoughts on adapting the One Shot Adventures to AITAS.
The links lead to individual web pages with more information and the PDF download links.
1. The Black Mine of Teihiihan This is an Old West set adventures for GURPS/Call of Cthulhu. Link. It's quite adaptable for Who, with the main issue being removing the party's transport and hence stopping them short circuiting the plot, but that's a perennial Who issue, and not just in games.
2. Beyond the Vale of Madness This scenario for GURPS and D&D 5E, is trickier to convert to the Whoniverse, being a more fantasy oriented adventure and a short solo as well. However this can used as the basis for a longer group adventure, where the PCs land on some alien planet (or even far future Earth during a period of technological regression and ice age, such as during The Ice Warrior). Magic and monsters can then be poorly understood ultra-tech and strange creations from an earlier period
3. Who Tracks the Steps of Glory? This is a Star Trek scenario for GURPS (yes there was a GURPS Trek adaption, based on the Prime Directive sub-set of the Star Trek Battle game), set loosely in the Original Series era. It's a complicated scenario with defection, deceit and disaster. Perfect for a TARDIS to materialise. In fact there are several possibilities; arriving on the USS Renown or on the Romulan base while the crisis is beginning (this perhaps will grant the PCs some useful inside knowledge about events and motivations, assuming the manage to avoid summary execution). This is an excellet option for running as a Who game, IMO.
4. The Lost Jewels of Éire. This is a Pulp era adventure for multiple systems including GURPS. Despite the title the the theft of the Irish Crown Jewels doesn't directly feature (it's set in '37, thirty years after the theft). The scenario begins in medias res with the PCs fleeing a Yugoslavian castle with a stolen sword while pursued by a local crime boss and his goons. Assuming they survive the plot leads to a royal encounter and on to the missing jewels. There are also Gestapo agents, a submarine and much more. Definitely worth s look
5. Thrusher Manor This is my favourite of the One Shot adventures. It's basically a haunted house scenario for GURPS or Call of Cthulhu, set on an isolated (fictitious) Carribean island in 1689, a Jacobean manor full of French exiles, vengeful ghosts, sinister guests, dark surprises, and an occult past. Just replace the investigating party with the PCs, or have them encounter each other (a good chance for a replacement character to join the party) and file down some of the occult trappings, replaced with aliens, psi and advanced technology.
There are a number of other scenarios also.
Comments? Ideas? Suggestions?
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