So my sci-fi Savage Worlds game is chugging along. Generally it’s a big sandbox game. The players are flying around in the Scalawag and seeing what trouble they can get into. I employ a sci-fi version of a job board. Each system they jump into they have a few options on employment opportunities. For my game I scooped up the idea of Traveller’s FTL travel. You jump so many parsecs and it takes about a week in this alternate space, regardless of the actual distance traveled. In effect is this age of sail feel for the game, allowing players to potentially run from the law or bounty hunters (and making pursuits after baddies all that more aggravating).
I also fell in love with an idea from Traveller Patrons books. Essentially when the PCs get a patron, after making the initial meet and accepting a job, the GM rolls a d6. While the typical results mean that opposition or the expected situation is what the patron described, there is a chance things could be far more difficult, or that the entire situation is not what it initially seems. I loved this concept as I’m certain I tend to telegraph any secret intentions from NPCs. Not to mention this sort of mirrors events in real life. Sometimes things are a lot easier than expected and sometimes well… sh%t happens and everything goes pear shaped.
A fan made supplement I’ve long gushed over, Savage Space, has a great adventure generator. But I wanted to tweak it some. I expanded the potential outcomes and settled on a series of 8 x 8 tables. As a GM you roll two different colored d8 to represent the rows and columns of the tables. In general an adventure framework is:
Players must [Do][Something] at [Location] against [Opposition].
So I have a series of tables for the Do, Opposition, Something, etc. As a twist, sometimes the players might have to go through some hoops to complete an adventure. Success or failure from previous adventures might impact future tasks, so I created another chart to mimic that. This would also potentially throw in complications to the adventure. To add some structure, certain types of adventures would utilize particular types of side missions, and additional charts I whipped up reflect that.
The end result you can find in my downloads section. This adventure generator isn’t perfect and sometimes you get some wacky combinations that need to be reworked some. However I’ve been surprised how flexible it is. It really has become a great way to spark adventure ideas and a helpful tool for creating a foundation for a potential mission. Hope folks find some use for it in their games.