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Quest idea from old western. Suggestions for expanding it?

deuxhero

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Jul 30, 2007
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Flowery Land
I saw the tail end of an old western TV show where a stagecoach stop is under siege by some Indians who I think want the gold there or something like that (Didn't get the name. From the character names and some details Google tells me it was the Laramie episode "A Sound of Bells"). I thought this situation could make a good RPG quest and thought about it.

The quest would start with the player walking into a building far away from any settlement. The exact nature of the building can vary, but it would have some treasure or hostage valuable to the "Indians" (who can be replaced by most factions, but will be called Indians as a placeholder) and not be that close to a settlement (close enough to be "nearby" is preferable to "middle of nowhere" though).

Inside the people in the building briefly wonder if the Indians went away before realizing they held their fire so the PC would just be another caged rat they can starve out. The residents start to argue amongst themselve bring up a few possible ends to the quest: negotiate surrender ("We wouldn't be in this mess if you just let them have the damn gold!"), fight them off (It's doubtful you can take them all on, but perhaps you can cause enough casualties to make it not worth it for the Indians), send someone to get help (This could be the PC, who can volunteer with no checks needed, or a convinced NPC who must be covered either by fire or some distraction) while avoiding being shot by the Indians. A skilled PC might add rigging up a way to communicate long distance from stuff around the building (Details dependent on setting: Might be smoke signals, might be a jury rigged radio) or a distraction to aid any messenger.

Alternatively a player that actually looks around instead just blindly walking into the building can either talk to the Indians. In dialog they can agree to help them, find out what they are doing then get away and go to the round up help branch, or fight them. If the PC agress to help they might enter the building as above, but as an agent for the Indians. As an Indian agent the PC would deliberately sabotage their chances: convince a guy to flee only for him to be cut down so they have less defenders and screw up an invention and cost access to some of the more defensible positions or just get them to surrender.

Rounding up help part seems pretty simple once you have a town designed. Have the PC travel there and talk to people, convincing them with character appropriate reasons to join the posse. It's also quest that could have a time limit.
 
Unwanted

Bésame Mucho

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Joined
Sep 27, 2016
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247
Seems like a waste of effort.

I would just kill all the indians or the townpeople if they give loot or xp...

It needs hooks to make killing undesirable.
 

deuxhero

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Hopefully the combat system would make attacking a fortified position where everyone is armed or mass of enemies in open terrain blindly a poor idea. The combat system is really beyond the scope of the thread though.
 

Neanderthal

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Jul 7, 2015
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Granbretan
Old mining tunnel runnin under outpost, can be detected by an alert character wi right skills, needs digging through to, an thus you get a time limit, an decision of who to inform about it.

Gold seam found in these tunnels, location to return to?

Cache of dynamite hidden somewhere, turn tide either way.

Outpost fed by old well, might be able to poison that or defend from poisoning.

Stables wi horses/possible wagon, needs defending or burning/horses scattering.

One o drunken outpost denizens is a former tracker wi seventh cavalry, master of scouting, pathfinding an stealth, discover his secret, send him out to get help or let him lead you out?

Stash of Winchesters hidden somewhere, can be used or traded wi Indians, wi later consequences.

Desperate run for it in stagecoach, perhaps theres a train running nearby you could make a break for, possible hazards include broken wheels, going wrong way, horses collapsing etc.

Any fantastic elements? Old Indian Shaman or something calling up shit if so.

A siege in an of itsen can be bloody interesting: Fires started that you've gotta douse, gates needing bracing wi tables, chairs, whatevers to hand, sneak attack somewhere, food stores need protecting, think Zulu. Gi players a choice o situations to deal with, an a consequence for what they decide not to do. You repel attack on gates but doctor is hurt in surprise attack on infirmary etc.
 
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deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,388
Location
Flowery Land
Well the idea was setting agnostic, though many of those ideas are adaptable.
 

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