Leaving aside mechanics issues as I happen to think that AD mechanics are pretty fast play for combat already, I'm considering how to craft an old school/ early D&D style adventure for SF.<br /><br />From reading Matt Finch's old school primer<br />http://www.lulu.com/us/en/shop/matthew-finch/quick-primer-for-old-schoo… /><br />Resource management seems to be key. Also the situation should be about do we push ahead with low resources as opposed to pulling back. <br /><br />So this old thread popped into my head:<br />http://www.starfrontiers.us/node/4820<br />and the development we put into the planet Forge. <br /><br />A planet spinning on an Axis with the south pole pointing toward the system primary. making the southern pole uninhabitable and the northern pole obviously chill. There is a band of land just below or right at the area where the circle of the planet creates a shadow that is in the middle of these extremes. The planet has high winds and the atmosphere isn't very breathable. Its also closer to its star than would normally be considered inhabitable but because of the alignment of the axis the humma have managed to colonize it and the mineral wealth has paid off.<br /><br />The High winds have insured that there are numerous wrecks of air cars, shuttles and starships that dot the planets surface. The set up is that the PCs are hired to do salvage of said wrecks with a view to identifying a particular wreck. Some are in the freeze zone and some are over the horizon into the hot zone and these location present different problems. Each ship/shuttle found presents a mini dungeon crawl. Some have already been picked over.<br /><br />Humma spacer bar is a good place for gathering rumors like, "Tomak found a escape pod from the Capella Dawn over in the Firebreak Mountains" but there is also a high liklihood of a bar brawl, humma being humma and all. <br /><br />Adventure is all about generating clues while at civilization, locating a wreck and slavaging whats portable form it and looking for the big score.
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