Adventures

What types of adventures would you prefer to see in Legend?

  • Old School Dungeon Crawls

    Votes: 17 45.9%
  • Courtly Intrigue

    Votes: 17 45.9%
  • Mysteries

    Votes: 29 78.4%
  • Horror

    Votes: 14 37.8%
  • Other

    Votes: 14 37.8%

  • Total voters
    37
  • Poll closed .

DamonJynx

Cosmic Mongoose
Just curious to see what types of adventures/scenarios everyone would like to see made available for Legend.

If you could partake in the poll and give your thoughts as well, that would be great.
 
Nice topic and I voted for Old School, Mysteries and Courtly Intrigue.

Being new to Legend/RQ, I would love to see some official modules to help me get my confidence up. I think I am fairly conversant with the rules but would still be nice to get a bit of "hand holding" through that first, introductory module.
 
All of the above.

Actually, what I'd really like to see are short scenarios/locales that can be used to populate a sandbox campaign - something along the line of the 'one page dungeon', but with a wider range of possibilities as to what is 'adventure'.
 
DrBargle said:
Actually, what I'd really like to see are short scenarios/locales that can be used to populate a sandbox campaign - something along the line of the 'one page dungeon', but with a wider range of possibilities as to what is 'adventure'.

Is that the one page thingy from Savage Worlds? Where a get a locale, synopsis, NPC's/Monsters and off you go?
 
DrBargle said:
All of the above.

Actually, what I'd really like to see are short scenarios/locales that can be used to populate a sandbox campaign - something along the line of the 'one page dungeon', but with a wider range of possibilities as to what is 'adventure'.

Those are nice, because occasional "monster of the week" -adventures spice up the campaign and those are usually easy to fit to current campaign.

What I wish to see are open end sandbox adventures, instead of adventures where PCs are forced to follow certain story and take certain actions [this has always annoyed me and some old school adventures were really bad, because PCs could "break the story" if they refused to do something which the adventure expected them to do and then you had to invent how the story would continue from that point].
 
I write a lot of intrigue and mystery adventures for Legend - so I voted old school dungeon crawls, because I haven't done one for years and I have a hankering. Most of all to play, rather than GM.

I'm just re-writing an old RQ3 scenario I ran a long time ago into Legend - desert island, once home to powerful sorcerer...jungle...ruined sorcerer's dungeon...shipwrecked orcs...giant creepy crawlies...pirate camp...rival explorers approaching from the other side...mini sandbox...makes me all wistful.
 
Nice idea on the open ended sandbox adventures, but very hard to write i would think. I think adventures that have a number of choices on how they could pan out would work better, so players not following the main plot line have other choices.
 
"Mysteries" and "Other" for me. However, I am not really
interested in complete adventures, what I could use best
for my campaigns would be somewhat generic material I
can easily integrate into my sandbox setting, for example
detailed descriptions of interesting locations and the peo-
ple encountered there, preferably with situations and op-
tions which require other skills than the combat skills to
deal with.
 
Personally I'd like to see an adventure where the use of Passions (most developed in Wraith Recon) and Reputation/Renown (MRQII Empires) is explored.

A Musketeers/Elizabethan period book would work well here I feel.

Putting out a supplement/scenario book having these skills interfacing with Influence in a political or religious intrigue would be very welcome.

I'd even settle for an S&P article covering this.
 
Old Skool; Mysteries; Other

For other I want: Old world locales turned slightly on its head, like my Ancient Stones setting which is loosely based on ancient England but twisted slightly.
 
Old School, Mysteries, Horror.

Horror and Mystery go together in my mind. Something along the lines of the classic AD&D module Against the Cult of the Reptile God. A strange village, some disappearances, evidence of a weird Wicker Man-esque cult.

Always in for a good dungeon crawl. Something with a Fighting Fantasy flavor. Fully stocked with traps, tricks and beasties with personality that will engage the players and the GM.
 
Would people be interested in a sandbox setting that contains a fully-developed settlement designed for use as a "home base" and two or three places of mystery (dungeon, ruins, strongholds) to explore?
 
Where courtly intrigues, mysteries and horrors shine is in the one thing they have in common.

Secrets.

In courtly intrigue settings, including rampant Casanova - style romantic intrigues where the NPC women are all comely, but challengingly distant, secrets exist as currency. When you have a secret, you have the key to a favour from the person who the secret concerns. Favours can be traded and bartered, and a solid owed you by someone who can grant you a minor favour might be just as powerful as a favour from a more powerful, yet treacherous, patron. And sometimes, the existence of favours and boons is itself a very powerful secret. Knowing that you have the Prince's ear because he owes you his life is one thing; keeping that knowledge secret is something else.

In mysteries, you have to ferret out the secrets based on the clues liberally scattered about the scene. Some of them you stumble upon because you have smart players; others your characters might have to stumble across the hard way, usually at the wrong end of a pitched battle with the bad guy's goons in an alleyway somewhere. But in mysteries, the revelation of secrets is what leads the characters to identify a criminal - moreover, it sometimes happens that the characters need to identify the nature of the crime being committed, that the crime is being committed at all and, most of all, the victim.

And finally horror. Secrets here are not things lightly revealed. They can hurt the character to know, because they are the sorts of things that could keep them up at night. That princess they fought so valiantly to rescue from the vampire king? It turns out that she was the vampire king - or worse, the vampire king's maker, an even older vampire with unthinkable powers. And they let her go ... Or perhaps the revelation that the shapeless Thing that appeared on their doorstep is their old friend, who'd gotten involved with the wrong crowd, a bunch of sorcerers who possess a spell enabling them to swap souls between bodies ... in this case, one of them has swapped his living soul into his old friend's body which is now walking around enjoying his stolen life, and has trapped the soul of the old friend in the sorcerer's dead, rotting body ...

All three have the same spice in the pudding; secrets. It's just the way they're used that differs. And you know the best thing? I can write for all three of those genres. Hint, hint.
 
Prime_Evil said:
Would people be interested in a sandbox setting that contains a fully-developed settlement designed for use as a "home base" and two or three places of mystery (dungeon, ruins, strongholds) to explore?
This I'd be interested in.

I've been thinking about a town with a few mysteries. In this case the central enigma having to do with the village founders persisting as ghouls in underground warrens beneath the cemetery. And, of coarse, the cannibal cult among the town elite that worships them. Although the cult doesn't present an immediate obvious threat it would be the source of ongoing weirdness as the PCs investigate the surrounding valley.

Having a few dungeons and other diversions in the surrounds to explore and offer a few scant hints of the true nature of their home base/benefactors would be welcome.
 
Prime_Evil said:
Would people be interested in a sandbox setting that contains a fully-developed settlement designed for use as a "home base" and two or three places of mystery (dungeon, ruins, strongholds) to explore?
Yes for the settlement, in the case of the places of mystery it would
depend on the characters' options to deal with the mysteries, the less
combat heavy the scenarios would be, the more I would probably like
them - no more typical "kill things and take their stuff" dungeons for
me.
 
rust said:
Yes for the settlement, in the case of the places of mystery it would depend on the characters' options to deal with the mysteries, the less combat heavy the scenarios would be, the more I would probably like them - no more typical "kill things and take their stuff" dungeons for me.

Personally, I'd use a mixture of elements. For example:

  • One or two locations that that resemble traditional dungeon crawls to cater to those groups who enjoy combat-heavy adventures.
  • A location filled with fiendish traps and puzzles that are designed to challenge the players as well as the characters.
  • A location that is impervious to a direct frontal assault because it is occupied by an overwhelming force. The characters must infiltrate this location using stealth and guile in order to retrieve something - violence is not an option.
  • A location dominated by magical effects of some kind, such as a haunted house filled with restless spirits. The characters must use their brains to find a way to put the ghosts to rest as these creatures are collectively too powerful to confront head-on. Think of this as an investigation scenario where the characters are looking into the "crime" that gave rise to the haunting.
 
Prime_Evil said:
Personally, I'd use a mixture of elements. For example:

  • One or two locations that that resemble traditional dungeon crawls to cater to those groups who enjoy combat-heavy adventures.
  • A location filled with fiendish traps and puzzles that are designed to challenge the players as well as the characters.
  • A location that is impervious to a direct frontal assault because it is occupied by an overwhelming force. The characters must infiltrate this location using stealth and guile in order to retrieve something - violence is not an option.
  • A location dominated by magical effects of some kind, such as a haunted house filled with restless spirits. The characters must use their brains to find a way to put the ghosts to rest as these creatures are collectively too powerful to confront head-on. Think of this as an investigation scenario where the characters are looking into the "crime" that gave rise to the haunting.

When I design Dungeon Crawls I incorporate the first 2 elements in the same location; think Tomb of Horrors as a classic example (not that I'm alluding to creating dungeons as good as that!).

The last 2 are excellent stand-alone area's, that can and often do, include all the other elements as well.
 
Prime_Evil said:
Would people be interested in a sandbox setting that contains a fully-developed settlement designed for use as a "home base" and two or three places of mystery (dungeon, ruins, strongholds) to explore?

I definitely would be, for one!
 
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