Starting Adventures

Discussion on game mastering Fading Suns. May contain spoilers; caution is recommended!
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Darksyde
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Starting Adventures

Postby Darksyde » Wed Feb 03, 2016 4:22 pm

I have been considering how to start a FS game and while the books and setting led themselves to open world style gaming I would like to start all of us new people to FS (the entire gaming group including me) with some more or less pre-made adventures and was wondering what your alls suggestions would be for missions to be given to brand new Questing Knights. I was thinking along the lines of :

Diplomatic escort
Item retrieval
Exploration of anomaly (strange readings on a little asteroid or something basic along those lines)
Finalizing some sort of negotiation

Any other suggestions to add the 'Noob Questing Night' job list?

Leviathan of Maddoc
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Re: Starting Adventures

Postby Leviathan of Maddoc » Wed Feb 03, 2016 4:56 pm

Questing knights making a publicity event at a local festival find themselves swept up in a kidnapping attempt. Why is the victim being targetted? Who is behind the kidnapping? Were the knights deliberately positioned to be drawn in?

Questing knights are sent to a remote fief after an Imperial Tax collector went to collect delinquent accounts and didn't return. They arrive to find people in the fief dead or dying of a strange malady. Is it a disease? a curse? What is the origin? The situation is actually much more dangerous than anyone imagined.

Questing knights are sent as a neutral party to settle an armed conflict between two different noble houses on a remote island. The squabble is over a handful of goats. The Goats turn out to be nearly priceless animals illegally modified to produces filaments that the local engineer's guild use to make synthsilk. Neither side has correctly reported the income from these animals and both could end up conspiring to silence the questing knights to keep their secret.

Leviathan of Maddoc
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Re: Starting Adventures

Postby Leviathan of Maddoc » Thu Feb 04, 2016 2:45 pm

The Questing Knights are asked to investigate a payroll robbery by the local Imperial Commander. The money was stolen from a covert armed transport and several guards were killed. Every clue points to a disgraced Decados knight except for one glaringly contradictory piece of evidence and the problem that a knight in hiding from the law would have no logical way of finding out about the secret transfer of imperial funds. Is the knight being framed or is the anomalous evidence false? If not the Decados knight, who did organize the robbery and why?

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Holz
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Re: Starting Adventures

Postby Holz » Thu Feb 04, 2016 10:22 pm

QK always made me think of high adventure, the bold of the boldest, since they need to go and grab riches, treasures, and land for the Empire.
You can start the adventure at the "academy" where they can meet and train and go off in adventures over the KW. As the adventure unfolds a major plot starts to appear.
Conspiracies can be good. Tough you have to knit very well the plot to make sense to the players.
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

Fan site of the FS Universe: https://fadingsunsbr.wordpress.com/portal/

Bogie
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Re: Starting Adventures

Postby Bogie » Fri Feb 05, 2016 9:39 am

Anything from Arthurian stories can be easily grabbed for QK adventures as well. :)
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Leviathan of Maddoc
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Re: Starting Adventures

Postby Leviathan of Maddoc » Fri Feb 05, 2016 4:50 pm

Any television show about an administration is a good source for plots too. Homeland, NCIS, Torchwood are all ripe ground for ideas involving politics, crime, and super-criminals.

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Bertjammin
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Re: Starting Adventures

Postby Bertjammin » Mon Feb 08, 2016 7:53 am

I have one Questing Knight player in a group of "non-Imperial" characters and he can normally find a dozen reasons why anything they do is "within Imperial jurisdiction" so he generally sticks his nose into any plot line I come up with.

He particularly likes to spin the "protector of the innocent" aspect and any time the "Emperor's people" are in danger or at risk of abuse he jumps in with both feet. His definition of who are the Emperor's people does seem to equate to anyone in the Known Worlds....
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

Amlost
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Re: Starting Adventures

Postby Amlost » Mon Feb 15, 2016 11:58 pm

Few Idea's....

Bodyguards & Agents of the Imperial Ambassador to Khayyam: Thwarting Kurgan plots against the Hazat plots, looking for the jump-key/codes to Sutek, helping the Imperial Eye install agents, building economic interests for Known Worlders, and maintaining the security of the consulate against Kurgan agents. (What could be better for the Emperor than adding Khayyam to his throne worlds thru diplomacy! If you have a few Tethys natives to help convince them that they can maintain some semblance of the status quo [Meritocracy], open the jumproute to Sutek [negating Kurgan doctorine], ect.) Great in theory... Until the PC's arrive, then anything goes......

Spy's/Ambassadors to Border world: Assessment of minor powers on the borders of Imperial Space. Threat Assessment of the Forge on Saragossa; Halalaj on Hira, Coven (if your suicidal) / Tsaerdik on Twilight, or the Bishopry of Ostmark.

Couriers to Aphasia/Manitou (Counter Intelligence): Rumors of Intelligence Agents are circulating around every Vau Envoy. The Emperor has decided to send out two teams with his instructions to the Vau ambassador. You've been chosen to deliver the more high profile (fake) intelligence. Who will you meet? Who wants the information? Do you find out who it is? Do you Capture them? Or do they escape and go after the real courier?

Enforcing the Emperors wishes: The Siege of the city of Susa on Rampart has gone on far to long. Persistent arguments from the al Malik Ambassador (Sir Souyeif's step-uncle) have forced the Emperor to step in. End the Siege. You are sent in with a "humanitarian convoy" led by a well respected Sister Alpaline of Ravenna. You need to convince the Li Halon and Sir Souyeif to conclude their disagreement as soon as possible. (Wait; why was Sister Alpaline talking to the Decados baron....)


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