Back to the discussion. The Wrath of Khan idea looked to
be too much work
considering I only had a couple of days to prepare and I had work and
another
adventure to prepare for too. How the hell did Eric run two campaigns
without
going crazy I'll probably never know. I needed something pregenerated.
Looking
around some more I found the old Superworld RPG and three modules, all
put out
by Chaosium in the mid 80's. Flip flip flip... here's an interesting
adventure.
It seems to take place underground, as the heroes discover an
underground
civilization, mutants descended from humans genetically altered by
aliens
which crashed thousands of years ago. Random creature encounters in the
jungle,
a city to explore, and ancient space ship, and a supervillain group to
stop.
Sounds very interesting. But it's 30 pages! And I'd still have to adapt
the
super powers to GURPS. I have no idea about the Superworld statistics,
or the
Villains and Vigilantes statistics, but there are Champions statistics
and I'm
still familiar with that game system. Still, it's a bit too much to
read and
prepare in time for Saturday.
Meanwhile, I decide to prep the Star Trek game. I wanted a holodeck
adventure
that dovetailed into a real adventure, wherein the events in each part
affects
the other. Ok, that was going to take too long. Why did I not take a
week off
like I should have? I just don't have the time to put together
adventures that
I feel will interest players. Speaking of which, I expected six people
including
one possible new player, so that also affects my planning.
I decided to run just a holodeck adventure. Three to choose from: a
mystery,
a swashbuckling adventure, and a fantasy adventure. We've just
completed a
fantasy campaign so I'll save that one for later. The mystery was made
for
three or four people, not five or six so that was out. That left the
cutlasses
and pistols adventure which is made for five or six characters.
An adventure in the Spanish Main. Read read read. Make notes. I like to
have all
the names and the basic plot outline, as well as relevant combat stats
in my
notes. First, it makes me think and remember these details as I write
them
down but more importantly it's easier to run an adventure with notes
rather
than looking up details in a book. Keeps the adventure flowing if I
don't have
to stop to look up the target number needed to figure the treasure map
or
whatever. This is also a good time to write down the important clues
and plot
points that I have to give to the players, so I don't forget some minor
thing
that would have really helped them to know.
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Ok, so now I have the Star Trek adventure mostly
prepped. Other than the sea
combat rules and a couple of speeches, everything is summarized in my
notes.
Back to the GURPS adventure. I'm still intrigued with the Superworld
adventure,
which is number two of a three adventure arc. The first adventure
looked really
short though, involving the theft of a nuclear reactor. But that gives
me an
idea.
This actually combines with an idea I had as I was falling asleep the
night
before. I was imagining the characters confronting a high-level agent
of the
opposition and what the conversation would be like. The bad guys aren't
all
bad, they have a goal and they want the characters to understand that
there
are two sides to the conflict. It was basically a "this is how we view
time
and why we're fighting Vacations Unlimited or whatever their name is".
So tying up the different ideas, I have the characters appear on
Regula-1 just
before Khan. But that's not the main plot, the main plot is that enemy
agents
(which I've borrowed from Superworld) are also there to accomplish
something.
I'm thinking they'll want the Genesis device themselves but I'm not
sure.
They might just want to stop the characters. Naturally, the two agents
are
"super-powered" to keep the Superworld flavor -- the super powers being
techie
devices instead of natural powers.
What are the characters supposed to do? What are the enemy agents
supposed to
do? How does this tie in with Khan and the Genesis project? Don't know
yet,
but I'll be writing it up in a little bit. Meanwhile I have a list of
the
Regula-1 levels, since that's about all I'll need, dispensing with the
detailed
deck plans. A list of Wrath of Khan characters from the novelization.
And the
bad guys done up in GURPS terms. Still a bunch of work to do and
meanwhile I'm
not getting any work done. Some days it doesn't pay to be nice...
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