Adventure Ideas to start?

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Venatus Vinco
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Adventure Ideas to start?

Post by Venatus Vinco »

Okay Tomorrow Legion,

we have some characters and GMs but still need our GMs Guide and Savage Foes before we can really get cooking.

In the meantime, anybody got any ideas on what they'd like to do?

VV
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Tiree
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Re: Adventure Ideas to start?

Post by Tiree »

I think the first thing we should do is wander around the castle. Get some contacts, talk to each other. Inter-person communication. I think we have enough characters for two groups as well.
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Venatus Vinco
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Re: Adventure Ideas to start?

Post by Venatus Vinco »

Two groups?

We'll see if we can sustain that. With new things initial enthusiasm is always high then people drop off.

For now it might be fun to have some character interaction at Castle Refuge. We can test the social conflict rules.

We could also potentially one shot a quick scenario - some bandits (CS, other) are threatening a local town, go organize a defense, negotiate a peaceful solution or defend the town.

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Re: Adventure Ideas to start?

Post by Jackal »

Adventure idea - The White River Caves:

Castle Refuge, home to many a soul, is not the only location in the steep hills, valleys, and bluffs of southern Missouri and northern Arkansas.

Tellers of ancient lore speak of how, Missouri was once known as "The Cave State" with over 6000 recorded caves; the majority of these caves were found in the Ozark counties.

Patrols by members of Castle Refuge have located hundreds of various sizes of caves throughout the region near the castle. Several caves have become homes to D-Bee families who fish in the White River and trade with the Castle.

The last patrol / trade convoy to visit these outlaying fisher communities has not returned. They are 24 hours late in returning to Castle Refuge and it has been over 72 hours since any sort of communication.

Player Characters are asked to go investigate.

Upon arrival to the caves/fisher town of D-Bee’s there is no sign of the Castle Refuge members nor any signs of life. Something has razzed to small D-Bee community destroying everything. Maybe a small child D-Bee is found and can lead the way to a cave with the culprit(s) in it. Are there members of the community within or members of the patrol from the Castle that need rescuing?


What horror lays within the cave?


Just an idea. Get out and explore a little with a small combat maybe...details for a GM to decide.

PS I am no fisherman, so I googled it; White River Trout Fishing is a thing (AND according to CS intelligence there are D-Bee's in the area, especially along the river. lol.

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Re: Adventure Ideas to start?

Post by Wizardry »

I think, in this case, less is more, at least as we gain our footing. Launching into a full-blown campaign, with a fully themed group, is a bit premature - requires a bit too much rapport to start off with. IMHO. As VV stated, we'll certainly have some that don't find this an agreeable format. So we don't want to commit to more groups than we can handle.

Let's focus on getting everyone (including GM's) familiar with the rules as they manifest on PbP, there will be a bit of a learning curve to start out. As we flex the basic rules, we can get increasingly complex with "moster-a-week" themed missions, social combat, and perhaps more lengthy escapades until we normalize.

My thinking is that we can have GM's trade-off every so often at the beginning, until we have enough demand to give everyone their own group.

Something else to consider, we could feasibly have smaller "parties" so to speak, while we have such a finite player base. Might make things a bit more personalized, depending on what everyone wants.

As per Fell's adventure idea - I like it, this is a perfect step-up for untested legionaries. The "feel" is a bit more urgent, so I would say let's run a tester combat beforehand. Literally just a flash encounter type of introduction to the Legion, so they have some experience with the PC's.
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Cory Tetrascroll
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Re: Adventure Ideas to start?

Post by Cory Tetrascroll »

Not an adventure idea per se...
But I would like a game mechanics sandbox to monkey around with how things work without having it affect the actual character. For example, I've barely used spells in regular Rifts, so Savage Rifts magic is even more foreign. So I'd like an area to use the dice roller and talk to other players and gms about what is happening and what should be happening mechanically.

Wandering the Castle...
Seems like an excellent idea. Kind of like Merctown.

Adventure Idea...
Find the Spy (Works with wandering the Castle)
Transmissions have been intercepted from an unknown source inside the castle! It was encrypted, and the location could be pinned down as inside the castle town somewhere. Sleuthing and using contacts, probably followed by some sort of chase, perhaps into an ambush, and other hilarity could follow. This could be used to set up a regular bad guy too.

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