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Ideas and plot hooks needed. Please? :)

Started by Nazgul, January 02, 2008, 12:36:57 PM

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Nazgul

So, I haven't played in three years and haven't run for four. Now I'm planning on running a Rouge Trader game set in the Warhammer 40k universe. (System doesn't matter here).

I was thinking of running one before I left and now that I'm back, I've lost all my notes....... Still, I remember a few things.

Players consist of the Captain, an Adeptus Mechanaicus (an engineer/scientist), Security Chief and a few others. All characters were either former Imperial Guard or Imperial Navy ('cept the Adept Mech) but rather new to Rouge trading.

They are aboard one ship. Large in size (for a merchant vessle, not for the Imp Navy). With mineing capablity, manufactory capablity and transport capablity. (Not great at any one thing....) The ship is over four thousand years old, built and rebuilt over time.

Defensive capabilities include defensive turrets and anti-missle missles systems. Four Cannons (one at each corner of the ship, on turrets) and a pair of dual linked, spine mounted Lance Batteries (powerful lasers, oversized for the ship but put there centuries ago at the request of an Inquisitor Lord for reasons fogotten....) that only fire in a 15 degree arc from ship center.

I'm placing the setting in the Eastern Fringe of Imperial Space. Near both the Tau Empire, Ork held zones and the threat of Tyranids and Necrons (and the damn Eldar/Dark Eldar.... who appear at the worst damn times..) Ofcourse these are just the main known races. There are a lot of 'other' minor races out there (so feel free to make up anything)

I want to put in a mix of exploration, diplomacy, space battles, space hulks (dungeon in space!), rediscovered human settled worlds, trading and xeno tech.

Though they will start with just that one ship, I plan on letting them get their hands on a Bulk Hauler at some point (Basicly an engine, bridge/crew quaters and lots and lots of cargo holds). Probably a few missions AFTER they realy need it. :D

But I realy could use some help with some Ideas. Just some stuff to get the ball rolling. A few plot arcs and some plot hooks would be great. Any weird stuff would be apreciated. (Odd things from forgotten and lost civs, strange humor, ect.)

If the game gets off the ground I'll be happy to keep you all updated. ;)

Thanks in advance.
Abyssal Maw:

I mean jesus. It's a DUNGEON. You're supposed to walk in there like you own the place, busting down doors and pushing over sarcophagi lids and stuff. If anyone dares step up, you set off fireballs.

Age of Fable

//www.apolitical.info/webgame/ideas -

this is for fantasy, but it should be 'translatable' pretty easily.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Pseudoephedrine

There are twelve unsettled moons in a system, each linked by Eldar webway gates. The gates have not been used in millennia, but the moons remain of interest for their xeno artifacts. The PCs shepherd out an Adeptus Mechanicus expedition to one of the more distant moons to retrieve a certain McGuffin. But when the McGuffin is taken, Necrons awake. They block any teleporters the PCs might have, and begin shooting at any shuttles that try to land or take off. The only escape the PCs have is through the gates, to the other moons.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Nazgul

Quote from: PseudoephedrineThere are twelve unsettled moons in a system, each linked by Eldar webway gates. The gates have not been used in millennia, but the moons remain of interest for their xeno artifacts. The PCs shepherd out an Adeptus Mechanicus expedition to one of the more distant moons to retrieve a certain McGuffin. But when the McGuffin is taken, Necrons awake. They block any teleporters the PCs might have, and begin shooting at any shuttles that try to land or take off. The only escape the PCs have is through the gates, to the other moons.

Sounds good. I'll save this for a latter game though. (Wait till they get cocky, then drop the necrons on them)

The only people with teleporters are usualy the Space Marine's Strike Cruisers or Imperial Navy Battle ships. (Not the Trek kind, these open a warp hole and spit you back out the other side) Teleport tech is rare and dangerous in the Imperium. True matter/energy transporters is something only the Necrons have....... I think I know what the McGuffin will be.... :cool:
Abyssal Maw:

I mean jesus. It's a DUNGEON. You're supposed to walk in there like you own the place, busting down doors and pushing over sarcophagi lids and stuff. If anyone dares step up, you set off fireballs.