CREATING YOUR OWN ADVENTURES
After playing the two adventures you
may want to play something new and different. You can, by making up your
own adventures. Adventures are easy to make up if you do it step by step.
If you played either of the adventures more than once, you have a general
idea of how to make up new adventures. A step-by-step method for designing
new adventures is given below.
Purpose
First, pick a story outline to
be the basis for your adventure. This will make it easier to fill in the
other parts of the adventure. The story can be about anything, such as
a crash on a desert planet. You can make up your own stories, or use ideas
from your favorite books and movies.
Teams
Decide how many characters each
team will have and what sort of equipment they own. The adventure can be
played with two teams of adventurers (possibly from different companies)
trying to get the same thing, or with only one team of player characters
and another player, like the reader in the first two adventures, controlling
all other creatures and characters. In the first case. both teams will
be trying to beat each other. In the second, the player characters are
trying to reach a goal, not defeat the reader.
Try to make sure that one side
is not stronger than the other. Their Stamina point totals and numbers
of attacks should be about the same. Dexterities and damage from attacks
will vary, but you should try to balance them.
Choose weapons and equipment
that will be useful in the adventure.. You can use the system from Adventure
1, if you want. You should remember to include vehicles, if they are needed.
One party may have a skimmer while the other has riding animals.
How to Win
Set goals for each team, so the
players know what they must do to win. The goal should be related to the
story. In our example, the players may need to find an abandoned radio
beacon and call for help. The examples from the two adventures can help
you pick a goal.
Set-Up
Choose the pieces and map you will
use for the adventure. For a crash on an alien planet, you could use the
desert map or the crater map.
If you want, you can even draw
your own maps. Be sure to draw them big enough to put counters on, and
include a 1/2" grid for movement and combat. include everything on the
map that you need to play, like doors, roads, vital control panels, etc.
Some maps you might want to make for adventures are an island, a space
station or the inside of a large building.
Once you have picked your playing
area, decide where each piece starts the adventure.
How To Play
Once you have a story and have
picked your teams, goals and set-up areas, you must create any special
rules needed to play the adventure. You also must decide which side will
move first until combat starts and when special events will happen.
For a crash on a desert planet
adventure, you may want to create several rules. To simulate moving through
a large desert, each move in this adventure will take half an hour and
player characters can move only four spaces per turn. If a creature attacks
the characters, they can not move until they defeat the beast.
The players have enough water
to last 25 turns. Each turn the players must subtract 1 from their water
supply. If their water supply reaches zero, they are out of water and will
pass out. Before this happens they want to find a radio beacon that was
torn off their ship in the crash. With it, they can radio for help. The
reader picks a space where the player characters start and secretly picks
another space at least 10 spaces away where the beacon fell.
To search for the beacon. the
player characters must tell the reader which direction they are scanning
at the end of their turn. The reader then rolls 1d10 without letting the
players see the result. H the players were looking in the right direction,
and the number rolled on the die was greater than the number of spaces
between the characters and the beacon, the reader tells the players their
scan has detected the beacon in that general direction. If the result of
the die roll is equal to or less than the distance between the characters
and the beacon, or if the players were not scanning in the right direction,
the reader tells them their scan does not detect anything.
Finally, at the end of every
turn the characters must check to see if something happens to them in their
wanderings. To simulate this chance the characters must roll d100 and check
the EVENT TABLE below to see what happens.
Die
Roll |
Event |
Situation |
01-20
|
Lost
|
Characters wander off course in shifting
sand dunes; move the party two spaces in a direction determined using the
Grenade Bounce Chart. |
21-22
|
Sandstorm
|
Characters lose 1 turn in blowing
sand. |
23-24
|
Cool Cave
|
Rest in shade, add 5 to water supply. |
25-26
|
Creature
|
Attacked by one Funnel Worm in its
pit. |
| 27-28 |
Mirage |
Lose one turn. |
| 29-30 |
Creature |
Attacked by 2 Sandsharks. |
31-32
|
Sunstroke
|
Each character must roll his Stamina
or less or lose 1d10 Stamina points. |
| 33-34 |
Creature |
Attacked by 5 Winged Rippers. |
35-36
|
Poison Water
|
Each character must roll his Intuition
or less or lose 1d10 Stamina points. |
37-38
|
Oasis
|
Refill your canteens; increase water
suppIy back to 25. |
39-40
|
Circle
|
Characters wander in circle; return
to space they started in this turn. |
| 41-00 |
No Event |
Proceed to next turn. |
| Creature |
Defense |
Damage |
IM |
DEX |
STA |
Funnel Worm
Sandshark
Winged Ripper |
Has cover
Immune to needlers
-20 to be hit |
3d10
2d10
1d10 |
4
5
6 |
45
50
60 |
120
80
30 |
Notice that the reader also can have
characters run into events and obstacles as well as opponents. Anything
you can imagine can happen during a STAR FRONTIERS adventure.