Roleplaying plot ideas please!


JeNeSaisQuoi

 

Posted

Hello all, I'm new to this section of the forums as I don't actually roleplay while playing CoX.

However, I need ideas for roleplay plots.

I'll explain:

In a few days I'll be flying to another state to visit a good friend of mine. This friend introduced me to Dungeons and Dragons many years ago and along with a group of friends we played that for a couple of years but after a while a few of us became bored with it and decided we wanted to create our own roleplaying game where we could play as superheroes/villains, vampires, cyborgs--pretty much anything, although mainly super powered humans.

Well, my friend and I have been playing this game for well over a decade but I moved a couple of years ago and now only see him for about a week every year.

So, what I was hoping for, was that if any of you had the free time or were bored, you could throw out some plot ideas for me to use.

I've almost always acted as the GM, so I've had to come up with fresh ideas for years now and I'm worried that my ideas might be getting a bit stale and as I only have one week out of the year to roleplay, I want it to be as fun as possible.

So.

The characters that we'll be playing will be superhero types based out of a fictional city we created but other than that there really isn't much in the way of limitation as to the story ideas.

I'm sure this should be more informative but I'm half asleep, sorry about that.

So, any ideas you'd like to throw out there would be much appreciated! Thanks for your time!


 

Posted

If you could give a general idea of plots you used in the past, it would help, and avoid duplication, but... lesse.

Some preliminary thoughts...

The classic 'time traveller come to the past to right a terrible wrong'... unfortunately, said terrible wrong is the prevention of the destruction of the heroes' home city (which, if you want to be sneaky, you can RP for the first session- just let your players know that the 'the city is going to go boom!' bit is the setup for a larger plot).

All kinds of time-jumping fun, loops, paradoxes, and becoming your own Grandpaw would be readily available, although you'd have to keep careful track of what happened when. Also, hint at... other... things happening during the big fight in the first session- flashes in the shadows, mysterious (loud) noises, that kind of thing, although there's never anything there when the players go to investigate... the first time *evilgrin*

Oh, and I'd suggest mapping out the initial combat area fairly extensively, since you'll be coming back to it a lot

OR...

Dopplegangwar (honestly, that one's worth it for the name alone ). Some of the local super-criminals have discovered how to duplicate people... any people... down to the subatomic level, identical in every way to their original 'selves' (including powers!)... except hostile and under the control of the supervillains (whether it's the supervillains turning themselves into their targets, or simply creating duplicates, is up to you, although I feel that the duplicates would cause more drama... and provide the controllers with an airtight alibi ).

Your heroic players would find themselves in a city in chaos, as no-one would know who to trust... and the heroes least of all, as 'they' rampaged across the city, causing untold destruction, leading to them being hunted by both sides of the law. You could even open the game with the doors of the Hall of Justice being beaten down by SWAT teams with a warrant for their arrest.

It's important that your players never see their dopplegangers directly, and preferably not on a live broadcast, if you can avoid it; if you're careful, you can set up red herrings about mind-control or sleepwalking... done properly, you could have them mistrusting themselves as they try and sort out the mystery. If you want to be really nasty, add in mention of a breakthrough in dimensional travel, and (misleading) hints of an evil Mirror Universe.


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

One option you could do is to take individual story ideas for each character.

For example, in a Weapons of the Gods game, my brother's playing a cursed warrior who's major plot point is that there's a very powerful ghost out to destroy his family. My friend is playing a "living natural disaster" and I'm playing a fox-spirit (who's major plot point is that there's a very powerful warrior out to destroy her species).


 

Posted

Do Not make it a Nemesis plot!


You pay to play. Having fun is ok. Kill Skuls or kill Crey. Hunt at night or in the day. Black or white or shades of grey. Play it your way. We have no say.

Silas' official theme song: Word Up!

 

Posted

[ QUOTE ]
The characters that we'll be playing will be superhero types based out of a fictional city we created but other than that there really isn't much in the way of limitation as to the story ideas.

[/ QUOTE ]

I'll try to keep this simple. You can flesh it out as needed. If your imaginary city doesn't have a seaside to it, I just typed all this for nothing, but what decent super hero city doesn't have beach front property?

Before the game session starts, determine which of your players' characters are, shall we say, "attuned to issues of the sea." This can be a stretch, but I'm guessing at least one of your characters will have something in their bio history that would make them sea-worthy. If this is the case, you'll have to somehow work the following into their bio history, or at least explain WHY they don't know about the newcomers to your legends.

Also, determine if more than one of them are more interested in museums or antiquities. Is one of their alter egos a curator for a museum, or have they done anthropological studies before?

If none of your characters are either of these things, that's perfectly alright, but if they are, then you want to start your 'water oriented' characters as far from the shore as possible, and the history or antiquity character types should be as far from the museum as possible. Just to keep things interesting.

OR you can let them decide for themselves where they're going to start and play it by ear. This is already getting too complicated, isn't it?

At the beginning of the session, establish that today there's a bunch of antiquities which are being delivered to the city's museum by truck, but there's rumors that (insert your favorite baddies from past game sessions here) are planning on stealing them.

There have also been reports of 'gang activity' or fights among two groups of people at night down by the docks. Eyewitnesses never get a good look at the men, but if the site of a previous night's battle is investigated, the place looks and smells like fish guts were dragged through the place like an episode of Fear Factor gone horribly wrong. High intuitive searches would find what looks like a partial vaguely humanoid body part. Also, slime trails lead to nearby exits like the sea, or manhole covers leading to sewers.

When your shore people investigate the docks, they'll be confronted by members from two different types of amphibious humanoids. Both sides use basic weaponry like tridents and swords - no handguns. The Hulls can pass for humans but have webbed hands (three fingers) and feet and green hair. The Skee are scaley with fish-like heads but otherwise humanoid - even have twenty digits. Both sides claim to be fighting to protect the world from a gigantic sea creature. You can come up with the name, but I'm gonna use Lusca for obvious reasons.

They claim that if their people can get hold of a sacred relic somewhere 'topside' (on land), then their superiors can keep Lusca from destroying the world of the land lubbers.

Meanwhile, the people who you got protecting the artifacts that are on their way to the museum, encounter (insert your favorite baddies from past game sessions here). If said baddies succeed in getting the artifacts, they have to put the eight or so artifacts together in order to create this ancient machine that summons Lusca (actually think bigger than Lusca, and impervious to bullets, and likes to eat buildings, and smells like it crawls through fish guts - really super bad).

If your Players succeed in stopping the previously used baddies, both amphibious 'gangs' begin vying for possession of the museum artifacts. First they'll try being persuasive and friendly but when that fails, they'll resort to force, and there's a lot of them. And they can call home for reinforcements.

They each come from different underwater cities, both of which claim to be THE Atlantis (neither one is, but this is what both gangs fight over), and the leaders of said Atlantis-like underwater cities want to gain control over Lusca, so they can use Lusca to destroy the other underwater city, and then be the only Atlantis.

When the ancient artifact machine is activated, Lusca climbs out of the ocean, crawls through the docks and towards the museum (or wherever the artifact machine thingy is by now) on the other side of town, destroying everything in its path. It will take ingenuity and strength to stop her, and at the earliest opportunity she will continue forward until she gets to the ancient artifact machine thing. At which point she will kill whoever is controlling it, take the thing apart, and then crawl back the way she came, dropping parts of the machine absentmindedly over the city, one piece at a time, as she returns to the water.

Essentially all the machine does is make a high pitched sound only she can hear, which annoys the gunk outta Lusca. She'll crawl out of the water every time the machine is put together and activated, so the final chapter of the adventure should be determining what to do with the ancient artifacts to insure that Lusca's left alone without hearing that annoying racket.

(added after sending first time)
To clue your players in, the second the artifact machine is activated, any dogs in the city or anything (or anyone) with sensitive hearing, will react in some mild way to the sound, but will not be able to figure out where the sound is coming from. It's so high, dogs can barely make it out but they don't start frothing at the mouth or heading towards the device. If one of your players has sensitive hearing, a VERY high intuitive roll will lead him to behaving similarly to Lusca - but anything less than that will just mean he's getting a headache and wants to howl at the moon. (end of added edit)

Is that helpful to you at all?


 

Posted

As long as their adventures start in a random strip club, full of beautiful, big breasted naked women, and plenty of beer.

Modern day's version of the atypical - tavern.


 

Posted

(fast forward to six days later)

*crickets*

So... my roleplaying plot idea was THAT bad, huh? Ouch.

*wind*

(a tumbleweed rolls by)