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2300AD Adventures

Thinking of starting a new 23AD campaign but over half my potential players have played or GMed 23AD in the past so all the standard starting off adventures have bean done (some times multiple times) so I'm looking for FRESH MEAT for my players, I’ve got a good idea for one but it feels more like a second or third adventure

Synopsis: A Japanese conglomerate is running a battalion of their security forces as a merc company on Auroan to field-test new weapons and equipment as well as flogging currant models to the Tanstaaf forces, their latest transport Lander came down on a perilously inactive beacon in one of the abandoned settlements in Kafer territory it was not realized the situation until the craft came under fire from “snapfire” emplacements the mistake by the ships drives where damaged. The cure and passengers after repelling a number of Kafer attacks have sealed and abandoned the ship and making their way to human territories the company has sent their Force Recon detachment to meet up with them, so is hiring the PC’s to make their way to the downed ship and secure it to await assault infantry security forces and salvage team. The Patron will pay well and equip the party if need be but nothing extravagant and pay well also if successful offer (one time only) favorable terms on perching equipment from the company, on offer are weapons, vehicles and most kinds of field equipment.

Opinions and suggestions please I think the rewards are a bit Monty Hall for a starter but offer a good plot device to equip the party once the campaign is underway, as unless the party pools its resources even most light vehicles are bound most characters and the guys I play with leave off buying support weapons at the start of play waiting to find out what campaign flavor and group dynamics develop. That’s why I would like some ideas on a few starters.
 
I like the basic premise, and the
idea that the mercs will be well but
not overly well equipped by the
patron.I'd take it a step further, every
item that is supplied by the patron is
deducted from the players payment.

As for vehicles don't let them have them
at all, say the terrain is too rough or
that all company vehicles are other
wise committed elsewhere.

Then you air drop them in about 10kms from
the transponder signal, that way you as GM
have time to react and direct the groups
actions. I think you'll find this will stop
the gamer's bring everything but the kitchen
sink syndrome (there are always weight limits
on aircraft, and even more on what one can
hump in on foot).

Just a few ideas.........Hope it works out for you.

Don
 
New characters so they have got minimal cash and the characters have already brought their kit and its only some small-arms and light armor and med kits ,hell even some character only have sidearms or hunting rifles, only one character has a comucator and its of the wrong type
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the rest went on occupation related items. So I need to build their equipment (like camping gear) up before the adventure as what I have planed is quite challenging.

SO I'm looking for something to build "party dynamics" and kit before a series of "challenging" adventures (like the one out lined).

Party Rundown
1) Male Aussie Soldier/Cop (Definite character)
2) Female Japanese Intelligence Officer (Definite character)
3) Male Yank Criminal/Colonist (Probable character & Player)
4) Female Texan Ships Cure (Probable character) OR
5) Female Chinese Engineer (Probable character same player as 4)
 
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