<p><i>GURPS Space</i> presents the idea of the default adventure: the sort of activity that player characters are expected to do in a game. For instance, the default adventure in <i>Dungeons & Dragons</i> is exploring an underground complex filled with monsters, traps, and treasure.</p><p>The default adventure of <i>Alpha Dawn</i>, especially the basic rules, seems to be taking on freelance assignments for an interstellar corporation. <i>Knights Hawks</i> expands this a bit, but focuses on military engagements in space. In both cases the default adventure is about being sent on a mission by someone else; there is little emphasis on characters finding their own adventures. Because space travel is relatively difficult in <i>Star Frontiers</i>, adventurers exploring on their own would seem to be discouraged.</p><p>Having run other games where the players get frustrated with do-it-or-go-home missions, I've been wondering what other kinds of default adventures have been tried with<i> Star Frontiers</i>, and how they were made to work. I'm interested in hearing about campaigns that were not about going on missions for someone.</p>
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