NPCs, PCs, jobs, and motivation.

Mage

Mongoose
I am writing a scenario at the moment. The short of it is that the players have left their previous carriers for whatever various reasons, and have decided to meet up on a particular world to look for a ship to go off and have adventures in.

Assuming none of the players rolled a ship in chargen, it is not likely they will be able to afford one of their own.

So, the scenario is that an old smuggler will hire players for a job, 'one last haul' as it were to make a fortune. A job that is high stakes, high reward.

Here, I hit a wall.

What is the cargo? It has to be special/rare/sensitive/dangerous/illegal to be justified as being high risk and high reward.

Assuming the cargo is one of the above, then why would the smuggler hire strangers to help him with something like this?

If the reward is good, will the players even have enough to afford a ship?

Furthermore, how much of a cut would strangers (players) have on the score?

Does the smuggler captain still have his old crew, or are they too old, retired, or dead?

Would the Captain gift them with the ship at the end of the hob? Or should he die on the way home, promoting one of the PCs to Captain, his dying wish to be that his cut gets delivered to his grand daughter?

Should I kill the rest of the crew and captain off and let the players take the ship and do what they want? What would the ramifications of this be?

Should the plot be as simple as high risk, high reward with a mysterious hirer, or should there be a twist in the plot, a betrayal at the end, or have something happen halfway through that turns the game on its head? If so, where to go from here?


I have grown a little tired of writing straight forward, formulaic scenarios that turn out to be a little bit of investigating and a lot of combat. I want a game that requires a lot of character interaction, players getting into character, some fights yes, but multiple approaches and solutions to problems. I've been GM for some time, but not often enough, and I am the only one who runs RPGs for my group, and I think my style is deteriorating somewhat. I would really, really, really appreciate some support and inspiration form the community. Thanks.


Basically, the players will start out with a bit of money and equipment on a 'frontier world'. They won't have an awful lot. If anyone is familiar with the plot of the Anime Outlaw Star, it will start off small with the players being in a city for the first few sessions, and then eventually getting access to a ship to go off and do all sorts of things.



Things to note:

(1) I don't want to screw around with costs of things, ships should be expensive
(2) I have my heart set on the basic layout/concept of the story, and would appreciate help in reaching a solution to the above questions, rather than someone say 'What are you trying to do. Yes... I know a different better way to do that.'
 
It could be the smuggler had a falling out with his old crew, they tried to off him but he managed to slip away and now needs to get off world quickly, thus needing to hire a crew for his ship quickly. This could result in the captains old crew coming after them as another complication.

If the players do a good job and are able to get him away and make this last run, he retires and has no further need of the ship so he gives the ship to the players as their cut.

Maybe the smugglers old crew will contact the players and try and make a deal with them in return for turning over the smuggler they get to keep the ship?
 
If you want something a little different, why not have 'the package' be the ship.

The patron wants them to take the ship to [destination system] by [motivating but not catastrophically restrictive timeframe], where it's to be handed over to a client.

En route, let the players become aware of three things:

1) They keep encountering the same ship(s). The same vessel more than once, and (once they start looking carefully), a couple of S-type scouts that they'll swear are the same ones with different ID beacons broadcasting different registry codes. Which isn't supposed to be possible.

2) Via work/patrons/rumours on route, they learn that the client was supposedly a big figure in organised crime in the region. That past tense isn't accidental, by the way. He's dead, and there's a major turf war between the syndicates underway, although no-one seems entirely clear what started it.

3) The reactor seems to be inefficient. Not dangerously so, just a few percent, but annoying because the ship's engineer doesn't seem to be able to fix it. Until, eventually (after replacing every damn line-replacable unit he can get hold of), he realises there's nothing wrong. It's burning too much fuel because it's generating more power than it's supplying to the ship, and it's generating more power than expected because it's powering something else, hidden somewhere on the ship. There's just enough power bled off to run a single low berth...
 
Old Crew.
1. The captain had to dump his last cargo because he was intercepted by a security patrol, one that came out of nowhere, ignored every other ship in orbit and went straight to him. One that boarded and went straight to his best smugglers hold as if they knew it was there. Only his crew knew where he put the cargo, only his crew knew the route he was taking. Someone talked, the captain doesn’t know who so he cannot trust any of them.

2. All dead, that last run was an ambush. Only the captain made it back alive and that was because he was the pilot so he was powering up the ships systems while the others were outside loading the payment of refined metals when the gunfire started. He watched his crew die through the view ports due to a double cross from his own smuggling gang. He cannot hire more crew through the gang or have anything to do with the gang now as they want him dead.

3. Retired. After many a year of smuggling cargo and legitimate runs the ship is fully paid off and everyone retired with a few Mega credits to make them comfortable. Until that is
• Someone the captain owes a very big favour is calling it in, it’s a nasty job and for someone the captain doesn’t trust so he does not want to bring his old crew back for this one.
• The captain lost contact with his old crew many years ago. His old ship has been parked on a dusty moon for a decade (mothballed, no maitenance). Now the captain feels death creeping up and wants to make one final run.
• A ghost from the past. The captain needs to run and run fast, no time to spend months getting his old crew together, grab some barely skilled strangers and jump far and fast.

4. Double cross. The crew all get fair shares of the run. This one is huge, the payoff will make the captain a very rich man, unless he has to share it with his crew. So, hire some no bodies for a fixed fee, sneak off while the crew are on holiday (Annual maintenance), make the run, pocket the money and book a liner to the core.

5.The captain is dying, he knows it, this is his last run and he wants it to be legendary, dodging security patrols, high speed runs to refuel, the kind of run people will talk about for years, a Kessel Run. So he has found a good cargo and leaked information to the security goons himself so he knows they will chase him. He left his old crew behind because he doesn’t want them getting in to trouble. He is the finest pilot in the sector, his ship is the best smuggler, those plodding fools in security don’t stand a chance. He is going to die the finest smuggler in the quadrant.


The Ship.
1. Let the players roll ship shares as normal. They came from an old crew member of the smuggler and are perfectly legal. Several % of that ship belongs to the players. The current captain may have something else to say about it though.

2. The ship was jacked many years ago. The legal owners back then left shares in the ship to their children and grandchildren. Now out of the blue the ship has turned up again after 30 or 40 years.


3. The captain just stole it from the criminal gang he works for, well used to work for, and he is off. The cargo will net him a tidy fortune, enough for him to travel several sectors and far beyond the reach of his old gang. Once the run is done he gifts the ship to the players as he is now “Retiring” and wants to see some young blood carry on with “His” ship. All legal and proper since he is, on paper, the ships owner. Of course the criminal gang that paid for and finance the ship may think otherwise.

4. The ship is legally the captains to do with as he wants. It was legally paid off 60 years ago. Once this run is done the captain is going to retire due to old age, die due to old age, die on the run etc. The ship is legally the property of the players. Of course its 100+ years old and costs as much to maintain and repair as the mortgage would have been but hey, its theirs.


5. Its brand new, squeaky clean, still has that fresh paint smell. It’s a fantastic ship, cutting edge, a fantastic prototype of what will be an entire new class. Once the work out the last few bugs. The captain signed on knowing it was a prototype but unaware of just how odd the ship was and how much was still being tested. He is now trapped by that damn contract. Unless….. Hey maybe these suckers would be stupid enough to willingly take ownership of the mortgage and contract. It’s a good contract, like a subsidized agreement but it covers the whole sector and the annual maintenance is paid for by the manufacturers. Maybe the captain sets up a big run, brings in the new crew, the ship is running fine for once so they don’t see all the problems. After the run the captain tells them he is “Retiring” and do they want to take over the ships ownership?
 
How about an idea from 'Air America'? The captain has been accumulating a 'retirement plan' of smuggled goods on a backwater planet somewhere. He doesn't want his old crew to know as they would want shares in it? Could end up being chased by Law Enforcement, the old crew and previous employers (the 'retirement plan' was stolen a bit at a time from their cargoes). The smuggler is planning on selling the cargo then vanishing, leaving the PC's as the fall guys. A complication could be that one of the Law Enforcers is also planning on retiring, and has agreed to a half share in the proceeds to help the smuggler escape and frame the PC's.
Ok, it went a bit beyond Air America!
 
I could suggest a classical pirate story like "Great Expectations" as the intro to the PCs getting to a ship. It may take a bit of a push to force the Mysterious Benefactor into one or more of the PC’s back stories but then again who could pass up a Mysterious Benefactor?

The PC does not know who his father is but someone paid his way through school and helped him get into: the Navy, Scouts, etc. The PC is lead to believe his father is a Noble but discovers that he has been molded to be a spacer by an notorious and elderly pirate. Maybe this old pirate is really OLD, many terms of anti-aging drugs and he has assembled a patsy crew a time or two in the past so he knows which way the PCs may jump before they consider the options themselves.

“Now that I’ve made you a Man it is time to pay the piper. I have this ship that needs to get from Here to There and you are a citizen in good standing, no criminal record…should be a piece of cake.”
:twisted:
 
Burocrate: I like that. I had a similar idea for a D&D character a long time ago (SOMEONE paid for your wizard-school diploma. Now it's time to pay them back....)

Also: the previous crew is dead, the captain is running from a crime syndicate/secret conspiracy with secret information that needs to be exposed.
OR: it's not necessarily the captain, but the sole surviving crewmember
OR: not even a crewmember, but a passenger, who grabbed the ship and locked out the old crew, while running. In this case, he may be a navy-trained secret agent?

Second thought, based on an Elizabeth Moon series: the ship is on its way to the scrapyard, or for sale, as its high-class owners don't want to pay maintenance on an 'old tub'. Its homeport requires strict safety and maintenance standards. But other homeports might have more relaxed standards....
 
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