[Go back to Adventure 2]

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.


Rewards

 At the end of an adventure the player characters can be rewarded for their actions during the adventure. The reason for giving rewards is to enable characters to pay for healing, to replace lost or damaged equipment and to buy new items the players need. Rewards can vary depending on how successful the characters were. A minimum reward for each character should be 50 Cr., and a maximum of 200 Cr.

 If the character s employer is providing weapons, ammunition and free healing, the reward should be reduced. In some cases, like the desert planet example, the characters will not receive any payment for finding the beacon; their reward is getting off the planet alive.

 Suggested Adventures

 Some ideas you can develop into adventures of your own are listed below. Science fiction books and movies also are good sources for adventure ideas.

 1. A strange alien disease is infecting people in the city and making them violent and destructive. The players must stop the victims before they cause permanent damage and find and capture the carrier of the disease to prevent him from infecting others.

 2. An ancient alien artifact has been found by Pan-Galactic Corporation and brought to a base to be studied. No one has heard from the base since the artifact was delivered. The characters must break into the base and find the artifact (which has taken over control of the base and its robots).

 3. A special meeting of delegates from the United Planetary Federation Council on Frontier Law and Peace is being held on a nearby planet. Someone or something is murdering the delegates one by one. The players must find the murderer and prevent further assassinations.

 4. An abandoned alien city-ship has entered the planetary system on a collision course with a colonized planet. The characters must find the giant ship s control center and change its course before it hits the planet.
 
 
THIS ENDS THE BASIC GAME. If you have enjoyed playing adventures with the STAR FRONTIERS Basic Rules, then you will enjoy learning the Expanded Rules which add more weapons and equipment, ways to improve your characters and learn skills, and new rules for creating more fun and exciting adventures.

THE METRIC SYSTEM

STAR FRONTIERS game uses the metric system of measurement. The following metric - English conversion tables are included for players who are unfamiliar with the metric system.
 
 

If you're
measuring
the English
system uses
and the Metric
system uses 
length
weight
capacity
yards
pounds
gallons
meters
kilograms
liters
    1,000 millimeters (mm) = 100 centimeters (cm) = 1 meter (m)
    1,000 meters = 1 kilometer (km)
    1,000 grams (gm) = 1 kilogram (kg)
    1,000 kilograms = 1 metric ton
    1,000 milliliters (ml) = 1 liter (I)
The table below gives conversions from English measurements to metric measurements, and from metric to English. The approximate conversions can be used for quick calculations when exactness is not needed.
 
 
English unit  Metric equivalent  Metric approximation 
1 inch
1 yard
1 mile 
2.54 centimeters
.92 meter
1.61 kilometers 
2.5 cm
1 meter
1.5 kilometers
1 ounce
1 pound
1 ton
28 grams
.454 kilogram
.5 kilogram 
30 grams
.91 metric ton
1 metric ton
1 quart
1 gallon 
.95 liter
3.8 liters 
1 liter
4 liters
Metric unit  English equivalent  English approximation
1 centimeter
1 meter
1 kilometer 
.39 inch
1.09 yards
.62 mile 
.4 inch
1 yard
.6 mile
1 gram
1 kilogram
1 metric ton 
.035 ounce
2.2 pounds
1.1 tons 
.04 ounce
2 pounds
1 ton
1 liter  1.06 quarts  1 quart