21
Plots III
This also came to me as a prize for participating in the 2015 Amber Zone Adventure writing contest. Thanks, GKG!
What
is it?
This
is the third installment of 21 Plots, a supplement series by Gypsy
Knight Games. It presents the referee with 21 situations or adventure
seeds. Some but not all are patron-based. The supplement presents
only a framework, the referee gets to develop the adventure and fill
in the details.
What
format?
It's a
PDF.
What
can I do with it?
There's
plenty of material to keep the PC's busy, if not happy. The supplement is weighted towards PCs that have a ship and routinely engage in trade or chartered
freight hauling; many of the 21 plots have interstellar transporting
as their basis. A number of them are criminal scenarios, usually
smuggling. I've stated before my distaste for out-and-out criminal
jobs, so I wouldn't put those in front of my players. Other missions
are negotiation, investigation and missing persons.
How
easy is it to use?
The
plots each follow the CT “76 Patrons” format: a situation is
outlined, and the referee is given six options or twists to flesh out
and add detail. Plots are often stated to begin on a given world, but
any of them could be transplanted to another world if that's where
the PCs are. Few of them are dependent upon specific characteristics
of the world. That's the strength of this brief format – referees
have lots of room to make the situation fit the PC's abilities and
the player's plans.
Would
I have bought this for myself?
If I
played in the Clement Sector setting, I might buy this book. As I
prefer to play in my own setting, this is not as useful. Besides, I
have a lot of fun writing my own Amber Zones and 76 Patrons
situations. Putting that aside, this is a useful tool for a referee to have in his kit. It's worth a look. You can find it at DriveThruRPG.
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