21 Plots: Misbehave
21 Plots: Misbehave
From: Gypsy Knights Games
Reviewed by: Ron McClung
21 Plots: Misbehave is a new RPG Adventure/Supplement from Gypsy Knights Games.
Forever instantiated in geek culture are the immortal words of the captain of the Firefly, “I aim to misbehave.” These simple words can inspire a variety of ideas for adventures as well as adventurers. They are quite commonly used in game sessions to announce when a party is ready to take on their mission or bad guy. 21 Plots: Misbehave makes me think of this quote every time I look at the PDF.
I have used the Traveller plot books often in my many years of running sci-fi RPGs. They have worked in many settings, with very little adjustment. They are simply inspirations that help the GM when he needs an idea for a new adventure, an idea if the players divert from the planned course, or an easy side distraction between core plot adventures.
From the website:
“Let’s be bad guys!”
21 Plots: Misbehave are plot ideas where the patron wishes the players to do something illegal or otherwise shady. Like other Plot books in the Gypsy Knights line, it is inspired by the classic Traveller plot books format. They include a short introduction telling the basics of the plot, and then a table with 6 possible outcomes. One can simply pick one of the outcomes or roll a 6-sided dice.
The jobs range from standard robbery, revenge, and property repossession, all the way to investigations into questionable business practices and risky attacks on crime bosses. The tables present options that range from “the scenario is presented as is” to extreme and dangerous plot twists.
From the website:
“The newest in our popular 21 Plots series, 21 Plots: Misbehave is the second of a series of scenarios targeted to a theme. 21 Plots: Misbehave presents 21 situations of questionable legal status with 6 possible outcomes for the Referee to use with a gaming group.”
Plots that I found notable include, for example, an attack on an illegal high stakes poker game run by a power crime boss; a friend of the party who usually works as a fence for them actually wants the players to look into his cheating spouse; and an inter-corporate terrorism between two rival entertainment companies over a high seas resort. What make the plots more interesting is the varied possibilities in twists that the results table presents.
In conclusion, this is a very interesting and inspiration supplement, full of innovative ideas that really get into the underbelly of the Clement sector. It is not only useable in the Clement Sector and for Traveller, but also useable in any other sci-fi setting with a few tweaks. This is good quality work.
For more details on Gypsy Knights Games and their new RPG Adventure/Supplement “21 Plots: Misbehave” check them out at their website http://www.gypsyknightsgames.com.
Codex Rating: 17
Product Summary
21 Plots: Misbehave
From: Gypsy Knights Games
Type of Game: RPG Adventure/Supplement
Authors: John Watts, George Ebersole, Tony Hicks, ”Big” Dan Callahan, Paul Santiago
Artist: Bradley Warnes
Editor: Curtis Rickman
Number of Pages: 39
Game Components Included: One PDF or soft back book
Game Components Not Included: Core Traveller rulebooks
Retail Price: $4.99 (US) PDF, $10.99 (US) softback book
Website: www.gypsyknightsgames.com
Reviewed by: Ron McClung