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Post by Forresst on Mar 5, 2014 12:48:14 GMT -8
HI guys!
I just wanted to drop a note here that says: last night things finally started to click together for my Tuesday night Traveller game. My players seem to be getting used to my style of game, and they rooted out a spy, actually bit on a plot hook for once, and made all sorts of progress toward moving forward in a meaningful way.
Their next little arc involves investigating a secret psychic organization. I totally ripped of PsyCorps from Babylon 5. They're going to have a bunch of pit stops along the way though, they gotta jump, stop for fuel, jump again, hit the sling drive (a la mass effect) and then get to a certain planet in Space America. So I'm gonna have them have some more adventures on the way.
I also know that one of my characters, a space pirate who got run out of her casino ship when a deal went bad will be away for 2 weeks starting the week after next. So I'm thinking something should happen, and they rest of the crew can rescue her.
You got any ideas for a good plot seed? I have a couple but I'm always so convinced they're terrible.
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Post by Kainguru on Mar 5, 2014 14:03:01 GMT -8
Well it's a little 'out there' (and I do love stealing old tropes) . . . here's a link to an old TV Show I remember as a youngster. The principle could be hired by the PC's to help locate your missing captain, involving them is certain complications of his own . . . stemming from the fact that he has past links with your 'PsyCorp' (eg: a run away renegade, disowned founder member etc) providing clues, hooks and a little bait . . . Ace of WandsAaron
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Post by Forresst on Mar 6, 2014 15:33:10 GMT -8
Ooooh, smart idea! Go around, asking uncomfortable questions, and get mired in someone else's shitpile. I like it!
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