I’m about to run Adventures on Dungeon Planet and wanted to see if I could make it feel a bit more like an action…

I’m about to run Adventures on Dungeon Planet and wanted to see if I could make it feel a bit more like an action…

I’m about to run Adventures on Dungeon Planet and wanted to see if I could make it feel a bit more like an action Scifi Movie. think Aliens, Doom or Starship Troopers. I have come up with a couple basic moves and some thematic elements that I think will work. What do you think? Any suggestions? Feel free to comment here or on the doc.

6 thoughts on “I’m about to run Adventures on Dungeon Planet and wanted to see if I could make it feel a bit more like an action…”

  1. Take ‘Em With You: Instead of rolling last breath, choose to die in a dramatic last stand, clutching a grenade, or emptying your clip into the wave of oncoming enemies. Roll + the amount of damage that killed you. On a hit, you clear the room of enemies for long enough to clear your party’s escape. On a 7-9, your explosive exit sparks a further complication (eg the grenade in Aliens knocking Newt down the shute)

  2. Take ‘Em With You: Instead of rolling last breath, choose to die in a dramatic last stand, clutching a grenade, or emptying your clip into the wave of oncoming enemies. Roll + the amount of damage that killed you. On a hit, you clear the room of enemies for long enough to clear your party’s escape. On a 7-9, your explosive exit sparks a further complication (eg the grenade in Aliens knocking Newt down the shute)

  3. When you interrogate someone you suspect is infected by an alien intelligence, roll+WIS.

    • On a 12+, you definitely know who is and who is not infected.

    • On a 10+, you’re pretty sure you know. The GM will tell you more truths than lies (for example, two truths and one lie).

    • On a 7-9, you only have suspicions. The GM will tell you more lies than truths (for example, one truth and two lies).

  4. When you interrogate someone you suspect is infected by an alien intelligence, roll+WIS.

    • On a 12+, you definitely know who is and who is not infected.

    • On a 10+, you’re pretty sure you know. The GM will tell you more truths than lies (for example, two truths and one lie).

    • On a 7-9, you only have suspicions. The GM will tell you more lies than truths (for example, one truth and two lies).

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