I was flipping through The Traveller Adventure recently, after pulling it off my bookshelf in a fit of nostalgia. Published around 1980, it was perhaps one of the first actual grand campaign settings for an RPG, not merely a one off adventure that a GM would have to connect together with his PC's somehow.
The plot revolves around a MacGuffin that the PC's get a hold of, a brooch that contains a microfilm(!) message with evidence that a major subsector arms manufacturer is selling a pair of naval meson guns to a local pirate group. Once getting it, the PC's fly off on their subsidized merchant, the March Harrier and spend potentially game years trying to figure out what's going on prevent the sale and stop the pirate from taking over the sector.
Here's the thing. The plot starts with them coming to the aid of a Vargr (an anthropomorphic wolf) who is being chucked out a museum, while they're on leave on the planet as their ship is being repaired. Once he (partially) explains the situation, the default assumption in the adventure (there are no other options considered) is that they're going to drop everything to aid this guy breaking into the museum and help him recover "his" property.
This makes no sense. Especially on a world which from the description in the campaign book is a perfectly law abiding place, not a "Wretched hive of scum and villany".
[Poll #1459167]
The plot revolves around a MacGuffin that the PC's get a hold of, a brooch that contains a microfilm(!) message with evidence that a major subsector arms manufacturer is selling a pair of naval meson guns to a local pirate group. Once getting it, the PC's fly off on their subsidized merchant, the March Harrier and spend potentially game years trying to figure out what's going on prevent the sale and stop the pirate from taking over the sector.
Here's the thing. The plot starts with them coming to the aid of a Vargr (an anthropomorphic wolf) who is being chucked out a museum, while they're on leave on the planet as their ship is being repaired. Once he (partially) explains the situation, the default assumption in the adventure (there are no other options considered) is that they're going to drop everything to aid this guy breaking into the museum and help him recover "his" property.
This makes no sense. Especially on a world which from the description in the campaign book is a perfectly law abiding place, not a "Wretched hive of scum and villany".
[Poll #1459167]
no subject
Date: 2009-09-18 10:11 am (UTC)no subject
Date: 2009-09-19 12:42 pm (UTC)no subject
Date: 2009-09-18 10:23 am (UTC)I miss playing "Paranoia". By far the most fun and manic RPG I ever played.
no subject
Date: 2009-09-18 02:44 pm (UTC)no subject
Date: 2009-09-20 10:22 pm (UTC)no subject
Date: 2009-09-18 05:41 pm (UTC)I can't remember having one of my plot hooks rejected, though there was the group that wound up voting on it. Went like this:
NPC passenger: "Hi, I'm a plot hook!"
Captain: "It's a trap!"
Rest of players: "Of course it's a trap, it's the plot hook."
Actual dialogue was in-character but that's the gist.
no subject
Date: 2009-09-19 12:43 pm (UTC)GM: This guy comes up...
PC 1: We'll take it.
GM: But you didn't even hear...
PC 2: Well it's not like we've got anything else to do this evening.
I can't help it...
Date: 2009-09-20 08:42 am (UTC)Re: I can't help it...
Date: 2009-09-20 10:15 pm (UTC)no subject
Date: 2009-09-19 07:57 pm (UTC)"we shoot the Vargr"
The GM was not happy. First time I ever got asked to do something else instead.