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What goes Into a Good Exploration/Scout Campain?
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Falcon79
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PostPosted: Sun Jan 18, 2009 11:32 pm    Post subject: What goes Into a Good Exploration/Scout Campain? Reply with quote

What the title of the thread says...... What goes into a good Exploration/Scout campain (Maybe with some elements of Pirates and Privateers thrown in)? I've not GMed much (and am thinking of running) and any advice would be useful
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KierlanVass
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PostPosted: Mon Jan 19, 2009 2:36 am    Post subject: Reply with quote

I guess there are a couple elements in my humble opinion.

If it is an exploration type of thing, then you have a great opportunity to weave in some back story and some kind of legend as to what is supposed to be found - kinda like the old Indiana Jones movies. Then there are all the puzzles and challenges that go into finding it etc etc.

On a similar theme when you go looking for an item that someone has hired help for you have the added benefit of agenda, opposing parties, moral decisions on what to do with said object once everyone figures out what it does etc etc...

A scouting mission could be similar, a routine recon turns nasty when the party discovers something they shouldn't... now they not only have to escape hostile territory but have to deal with assassins and agents on their own side that want to keep them quiet. Or something like the video game Crysis, where a simple mission is complicated by something bigger and more monsterous than expected.
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Rerun941
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PostPosted: Mon Jan 19, 2009 9:31 am    Post subject: Reply with quote

If you have it, Galaxy Guide 8: Scouts has some excellent material on running scout campaigns.

Another key element to a scout campaign is creating that sense of wonder in discovering new places. Vivid descriptions of planets or stars help create that "wow" aspect of exploration.
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Ankhanu
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PostPosted: Mon Jan 19, 2009 11:45 am    Post subject: Reply with quote

Yup, wonder/discovery is the key element. Using vivid imagery to bring your worlds to life is key.. and difficult Razz You'll want to be very descriptive so the players get a sense of the place. Make them feel out of place; they're in an alien setting that has probably never encountered their species/technology, and vice versa. There are going to be cultural and linguistic problems.

Also, hidden/unknown worlds, as you mentioned, are great spots to encounter pirates who found it first. They probably won't much care for being found.

Scarcity of resources can also be important to help remind scouts that they're beyond the reach of help. Fuel, food, ammo, parts for repairs, med supplies... all these things can run out or break at the most inopportune times and could leave the players in some interesting situations.

Discovery is thrilling, but it's also dangerous. Have fun.
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