The Prime Directive Adventure Ideas CO-OP
Posted: Thu Jul 08, 2010 6:10 pm
I've looked around and didn't see one, so I've decided to start a thread here to share ideas, tips and stories on running a game of PD in any system.
I'll start it off.
The last game of PD I ran was using G: PD 3e while stationed in Germany. I didn't want to run a military campaign as being a soldier kind of takes the fun out role-playing one. So I decided on a police campaign instead.
The setup: The players are members of the Federation Marshall service assaigned to the SW sectors of Federation Space. They are provided with a Prime Trader along with pilot and engineer NPCs to run the ship. ( None of them had picked enough ship handling skills to handle the ship on their own, so I had to adjust).
Their first mission was a shake-down cruise and a training excersize for the group. None of them had played GURPS before and I wanted to give them a session or two to get a feel for the game and to work together.
They were heading to a planet who's name I forget to investigate a reported case of smuggling at the Capital city's port.
When I felt they'd gotten a good feel for how the game plays, I pulled the classic switch up. There really was smuggling going on at the port and the PCs stumble upon it.
Hilarity ensues.
I can't remeber all the details and I've lost my notes on it. But a savvy GM can take this and run with it.
So c'mon folks. Share!
I'll start it off.
The last game of PD I ran was using G: PD 3e while stationed in Germany. I didn't want to run a military campaign as being a soldier kind of takes the fun out role-playing one. So I decided on a police campaign instead.
The setup: The players are members of the Federation Marshall service assaigned to the SW sectors of Federation Space. They are provided with a Prime Trader along with pilot and engineer NPCs to run the ship. ( None of them had picked enough ship handling skills to handle the ship on their own, so I had to adjust).
Their first mission was a shake-down cruise and a training excersize for the group. None of them had played GURPS before and I wanted to give them a session or two to get a feel for the game and to work together.
They were heading to a planet who's name I forget to investigate a reported case of smuggling at the Capital city's port.
When I felt they'd gotten a good feel for how the game plays, I pulled the classic switch up. There really was smuggling going on at the port and the PCs stumble upon it.
Hilarity ensues.
I can't remeber all the details and I've lost my notes on it. But a savvy GM can take this and run with it.
So c'mon folks. Share!