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 upyourown
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, iike the reader in the first two
adventures, controlling all other aeatures 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 adventur.e. 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 wili 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
heip. 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
ld10without 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 iess 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.
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.
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
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 gening 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 charaaers 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 Unrted 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.
