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1995-10-06
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!hp-cv!hp-pcd!sdd.hp.com!swrinde!howland.reston.ans.net!news.sprintlink.net!in1.uu.net!not-for-mail
From: dickinst@crl1.crl.aecl.ca (Tim Dickinson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Tim's Stuff: Plot ideas 1 (4/22)
Followup-To: rec.games.frp.misc
Date: 3 Oct 1995 15:59:57 -0400
Organization: AECL
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IDEAS/SPICE
> Henchmen or hirelings that turn out to be insane. For example, a
soldier with monomania (becomes obsessed with one task to the
exclusion of all else, becomes depressed when task completed), or
a megalomaniac blacksmith.
> Areas with unusual forms of government. For example, a pedocracy
(government by scholars and the educated), or a syndicracy (rule
by a body of syndicates, each representing some business interests).
> A cleric must become involved in remaking a holy water font after the
old one is defiled. Several weeks of time, and great cost.
> A quest/magic spell component/item recharging ritual/whatever requires
that the group obtain the intact scent glands of 6 skunks.
> Slogging around a swamp/sewer/wet dungeon results in some nasty
parasitic infestation: throat or gastro-intestinal are my favorites.
> Little magic items that charm or entrap the user. For example, a little
puzzle, made of wood and wire, that you're supposed to manipulate into
some particular shape (you know the kind - even a Rubik's Cube, maybe!):
if the owner fails a save, he/she becomes enraptured by it, and won't
put it down. If it's finally forcibly taken away, they'll react violently
for a couple of turns. Or one of them little kaleidoscope tubes: if the
person doesn't save, they'll continue to stare thru it and giggle. If it's
taken away, same reaction as above.
> An item that's haunted or cursed because it was used in the commission of
a terrible murder. It'll move a little on its own, or tingle, or drop from
your grasp, or moan eerily, or whatever. If the murder can be investigated
and maybe solved, this behavior will stop.