The adventures of Kip and Kate began as an experiment using my latest skirmish rules (based on the Mice and Mystics board game). But they have taken on a life of their own and I plan to continue to play out games using them.
I have developed a table to determine future adventures.
Roll
|
Objective
|
Location
|
Enemy
|
1
|
Retrieve
|
Space Ship
|
The Law
|
2
|
Escort
|
Seedy Space Port
|
Criminals
1. Pirates
2. Gangers
|
3
|
Destroy
|
Planetside
1. Ice
2. Jungle
3. Desert
4. Mountain
5. Normal
6. Exotic
|
Invaders
1. Imperials
2. Brainiacs
3. Robots
|
4
|
Attack / Defend
|
City
|
|
5
|
Investigate
|
Moon or Asteroid
|
Monsters
|
6
|
Escape
|
Derelict
|
Other Scavengers
|
For their next adventure, I rolled a 326 - they need to destroy something at a seedy spaceport while opposed by other scavengers. I decided that they would attempt to blow up a rival's ship.
This mission left me a bit uncomfortable. I prefer my characters to be unquestioned "good guys." I'm a paladin at heart, after all. So I decided to change their backstory. Kip and Kate are actually agents of the Federation, the united government of many planets that spans half the galaxy. Our heroes operate in a fringe area of the Federation, where the law is more an oft-ignored suggestion. They pose as independent salvagers while they secretly combat the forces of anarchy and evil. If they ever have run-ins with the Law (enemy # 1) then they will tangle with corrupt officials in the backwaters of the galaxy.
Given their new backstory, their next mission takes on a new light. The Other Scavengers have been smuggling and secretly abetting the evil Empire that borders on the Federation. Kip and Kate plan to stop them by sabotaging their ship.
Stay tuned. I'm going to play this scenario this weekend.
No comments:
Post a Comment