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  #1  
Old 08-08-2009, 10:12 PM
Craig Oxbrow's Avatar
Craig Oxbrow Craig Oxbrow is offline
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Firefly: 30 Episodes Inspired By Punk Songs

Inspired by SteveD's legendary Elton John Firefly saga, I requested a list of suitably random titles to write episode ideas from. Much as I did here. So far, the project has resulted in three Buffy threads.

After the first of these, unodiablo sent me thirty punk songs of a Firefly-ish ilk. Half of 'em seem almost too easy to make Firefly episodes from, but after three weeks of Buffy I figured might's well try my hand at something else.

--

THE FRAMEWORK:

Every episode has the following framework:

Hook: How the crew get into their most recent trouble.
Problem: The big picture of what's actually going on, and who's making it go.
Complications: Other factors, external or internal, which keep the plot turning and make things not go so smooth.
Resolution: Possible outcomes, revelations or a few ways to solve things so the problem ain't so problematic any more.
Fun stuff: High points to hit in your game which would hopefully provide the most laughs or the coolest scenes.
Themes: The subtext behind it all.


Finally, note that for convenience and greatest applicability, every episode assumes a ship, a crew, some issues with the Alliance and suchlike. Expect to find a captain, a pilot, an engineer, a doctor, a big "public relations" fella and quite possibly a badass XO, a Companion, a Shepherd and maybe even a mood-swingy psychic type. However, most of them are easy to convert to a variety of show concepts.


THE LIST:


1 Those In Power (Asra)
2 Big Takeover (Bad Brains)
3 Thirsty & Miserable (Black Flag)
4 It's In My Blood (B'last)
5 Caskets & Clocks (Breaking Circus)
6 Criminal Youth (Briefs)
7 Hollow Inside (Buzzcocks)
8 Know Your Rights (Clash)
9 The Man Who Drank Too Much (Cosmic Psychos)
10 Fan Club (Damned)
11 Spicy Little Outfit (Didjits)
12 Gonna Be My Girl (Devil Dogs)
13 Hijack My Heart (Distraction)
14 Is That All You've Got For Me? (Donnas)
15 You Gotta Burn (Dwarves)
16 Demolition Joyride (Electric Frankenstein)
17 Accidents Will Happen (Elvis Costello)
18 Everything Looks Beautiful On Video (Epoxies)
19 Give Me the Cure (Fugazi)
20 Guns Before Butter (Gang of Four)
21 Brainwasher (Gaza Strippers)
22 Planet Of The Wolves (Guitar Wolf)
23 Tick Tick Boom (Hives)
24 Terms of Psychic Warfare (Husker Du)
25 The Ballad of Iron Eyes Cody (Mummies)
26 Shoot First & Run Like Hell (Nashville Pussy)
27 Stranded In The Jungle (NY Dolls)
28 All My Friends Are Dead (Turbonegro)
29 Nobody Moves, Nobody Gets Hurt (We Are Scientists)
30 Sometimes The Devil Sneaks Inside My Head (Immortal Lee County Killers)
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  #2  
Old 08-08-2009, 10:14 PM
Craig Oxbrow's Avatar
Craig Oxbrow Craig Oxbrow is offline
Ah, y'know. This guy.
 
Join Date: Jan 2002
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Those In Power

Hook: "So, the Port Authority of Diamond done groundlocked the ship for no immediately clear reason..."
Problem: There's a bit of a disagreement between the two ruling dynasties of this near-fringe planet, the Lebeaus and the Chens. The Lebeaus are in charge of the Port Authority and want something done by this deniable crew of nonentities. The something in question involves robbing the Chen-owned First Bank Of Diamond and making it look like an inside job.
Complications: The Chens have the biggest, orneriest security force on the planet. And if caught, Madam Chen will want the crew to take the Lebeaus down a peg or two in turn. And if you really want to complicate matters, a Chen boy and a Lebeau girl have been making eyes at each other in secret for months now...
Resolution: In an ideal Verse, play these two off against each other till one blinks. In the Verse we all live in, get the groundlock cut by other means and leave this sparkly rock behind double-quick.
Fun Stuff: Cheerfully corrupt families on both sides, a feud dating back to when the families co-founded the colony and nobody's quite sure why any more.
Theme: Those in power tend to be there for a reason. What that reason is can tell you a whole lot about that person.


Big Takeover

Hook: "If we're in orbit of planet Nightingale, how come the spaceport says it's planet Northridge?"
Problem: Since the crew last landed on this frontier mining planet, it seems someone's bought it. He's locked up most of their contacts in a workcamp and is treating the whole world like a fiefdom.
Complications: This kind of behaviour leads to disapproving types starting revolts and such, which in turn leads to mercenary troops chasing the rebels through high ground. And one of those rebel bands has what the crew came for. Feel like helping a planetary revolution? How about assassinating one of North's lieutenants?
Resolution: Much as it might irk, unless the crew want to spend the next few months bombing mine facilities, the best people to deal with this in the longterm would be the Alliance.
Fun Stuff: Going on the run from hired guns, trying to talk down lynch mobs, or possibly leading them.
Theme: What do you do if you don't like the guy in charge?


Thirsty & Miserable

Hook: "This soup taste a little funny to you?"
Problem: The ship's water reserves have failed, turning toxic after someone let that gang of hold-up artists shoot a hole in the fuel tank a while ago. So now there's not enough clean water to fill a canteen, and everybody who had the soup this morning has food poisoning. Which is nigh-on everybody on board.
Complications: The only medical facility in a day's flying is an Alliance customs ship, whose owners would be fascinated by your cargo of untraceable small arms.
Resolution: Find somewhere to stash the guns and fly on in, or find a way to sneak the medication off. And do it before anybody suffers total renal failure.
Fun Stuff: A tense, unwell and increasingly ripe-smelling crew. Disagreements over what to do with the cargo interrupted by occasional vomiting.
Theme: Don't take anything for granted. The bedrock of your life has a way of shifting underfoot.


It's In My Blood

Hook: "Seems like the simplest job Badger ever gave you. Ship some old retired feller from Coventry over to Persephone and treat him nice. So where's the thing bites us on the ass?"
Problem: What Badger neglected to mention was that said old feller was his father. And that despite not having much option due to the foreclosing of his house, he has no desire to leave his planet.
Complications: So your best notion is to kidnap this ornery old cuss and deliver him as soon as. And all you can really do is make him comfortable as you can for his trip as he complains every inch of the way across star systems.
Resolution: Bring him in and stand well clear.
Fun Stuff: For a handle on how to play Badger's dad, any of the several cantankerous old gits played by Mark Sheppard's own father William Morgan Sheppard would be ideal casting.
Theme: Even the worst of us has, or had, roots someplace.


Caskets & Clocks

Hook: "So if we ain't back at high noon... oh, I see, you're gonna kill us."
Problem: A clock tower looms over the town of Repentance, marking each and every minute of the reign of the notorious bandit who's killed the Marshals and taken over. As we discover when landing in town. Deadshot wants the crew to help find the last surviving deputy and his family. He has three caskets all ready waiting for them. Or for three of the crew if they let him down. And the clock is ticking.
Complications: The deputy is a good man, and the other two coffins are for his wife and their six-year-old daughter. And Deadshot has enough men around town that he can send one on the ship for everybody on the crew.
Resolution: Come up with a plan that doesn't involve the deputy's family, or any of the crew, ending up in those boxes. This may involve doing something sneaky to the bandits on-ship, releasing the captive townsfolk, maybe blowing the clock tower up as it strikes high noon for the deadline as a distraction.
Fun Stuff: Hostage situations, High noon shootouts, broadly-drawn thuggish types.
Theme: We all only have so many ticks of the clock. How we spend them is what defines us.


Criminal Youth

Hook: "Captain, you were robbed by nine-year-olds?" "Now, see, it was numerous nine-year-olds."
Problem: You can tell you're getting older when the thieves start looking younger. But being stuck up after getting a courier job by a group of urchins lead by an eleven-year-old in pigtails may yet be a new low. Even if she had a gun.
Complications: This band of artful dodgers inevitably has a Fagin taking their profits and chuckling about how smart he is for this And as he's scum enough to work such a job he's like as not happy to shrug at a gun to his charges' heads - even put a gun to them himself if threatened, possibly undermining his fatherly act towards his gang in so doing. Oh, and the package will void at the end of a rather tight deadline.
Resolution: Catch one of the kids, find your way to their base, retrieve the package and help the kids towards a less crappy life.
Fun Stuff: The kids may bear a passing resemblance to kid versions of the crew personality-wise, and are almost sure to find heroic adventures in space fascinating. Be sure to check all storage spaces for stowaways.
Theme: Apparently the children are our future.


Hollow Inside

Hook: "So our new passenger's a robot." "... Yeah." "And apparently also a bomb." "... Yeah."
Problem: Taking on new passengers always brings new stories. In this case, it seems this particular charming young lady is actually an AI in a high-end replicant body, designed to infiltrate and destroy a major Blue Sun manufacturing facility, crippling a planet's economy. Which we discover a little early when a Reaver attack sets off her self-defence protocols.
Complications: She's perfectly happy to blow herself sky-high to defend the ship... and blow the ship sky-high to defend that planet full of colonists below from the Reaver armada.
Resolution: How do you persuade a bomb not to set herself off while you're around?
Fun Stuff: As an infiltration unit, she's designed to blend in, make friends, and be flattered by passes from the likes of the ship's public relations officer.
Theme: How do you weigh one life against more?


Know Your Rights

Hook: "And so, Captain Reynolds, it is the verdict of this court that you be taken from this place and hanged by the neck until dead."
Problem: We open with the Captain's neck in a noose...
Complications: He's about to swing for a crime he may or may not have committed, but either way he was grabbed up sharpish and the trial is notably short and lacking in such niceties as genuine evidence. Busting him out will take some doing, but finding out why he's in should be interesting as well.
Resolution: Sort out the hanging judge who was bought by a troublesome enemy in the Verse's underground to swing the trial his way.
Fun Stuff: A trumped-up court case. Busting the Captain out of his impending hanging.
Theme: Do you break an unjust law?


The Man Who Drank Too Much

Hook: "So, in exchange for getting out of the drunk tank, you want us to do what?”
Problem: A job goes off without a hitch and the crew celebrate. And in the morning they wake up under arrest. The Marshal doesn't really care about holding them, though, and figures they'd be more use paying off their rather large fine bringing in a much more troublesome bounty. Said much more troublesome bounty is a bank robber, gut shooter and all round dirty dealer.
Complications: And, inevitably, turns out to be a friend of at least one of the crew.
Resolution: Figure out how much said friendship is worth, and sort out the issue one way or t'other.
Fun Stuff: Partying hearty, bounty hunting while hung over, betrayal and disrepute.
Theme: Would you sell out a friend if your livelihood or life depended on it?


Fan Club

Hook: "Ain't it nice to be popular?" "I'm leanin' towards no on that one."
Problem: Routine sorta job, defend a border town from raiders. But the Cutter gang are especially enthusiastic orphanmakers and so there are a fair bunch of kids around looking for a role model. Naturally, the biggest meanest guy on the crew seems like a great choice.
Complications: So things are going all Jaynestown with the under-twelve set, and they're bringing him food as he stakes out his corner and wanting to play gunslinger with him.
Resolution: Drive the Cutters off, and nudge the kids towards a more appropriate lifestyle choice than ammo hoppers for a travelling mercenary.
Fun Stuff: Scummy outlaws, cute kids, he Public Relations guy getting to be Charles Bronson in The Magnificent Seven.
Theme: How do we affect the world around us, what impression do we make on folks?


Spicy Little Outfit

Hook: "You want me to wear what for this job, Cap'n?"
Problem: A sleazy crimelord that someone needs abducted has a pretty tight security regime. The best place to catch him without any of his regulators around is at his favourite saloon, where he likes to have first shot at the new dancing girls. So someone will have to get that job...
Complications: Naturally, if there's someone on the crew like a Companion who would feel no embarrassment in this assignment, the target has already met her so that rules her out. And a sweet little thing like her is just sure to acquire a fan base during her tenure in show biz, however brief it may be, which is sure to make somebody keen on her a mite jealous.
Resolution: Burst in on him before the running-around-the-waterbed part of the interview while someone runs interference with his gunmen downstairs, bundle him out and let your crewmember put some proper clothes on.
Fun Stuff: Kaylee in fishnets!
Theme: How we present ourselves can influence how people treat us far more than it sometimes should.


Gonna Be My Girl

Hook: "Will you marry me?" "Um..."
Problem: The Companion's been wondering about her place on the ship for a while now, and when a wealthy and rather charming young client asks her to marry him, she can't help but consider it.
Complications: He isn't also secretly a heel and prone to swordfighting, unlike so many of her serious suitors, he just seems interested. Of course, anyone with feelings for the Companion is likely to be less fond of the fella. But why ask now? Might have something to do with the daughter of a rival dynasty turning him down earlier in the social season. And why'd she do that?
Resolution: Reckon it all comes down to the Companion's informed decision. Finding out why her suitor's preferred choice refused him, and whether she wanted to, might well factor into this.
Fun Stuff: Grand shindigs and carriage rides and generally being Cinderella, which a Companion might be used to but has sorely missed hanging out with rough frontier sorts.
Theme: Being the rebound is never the ideal situation in a romance.


Hijack My Heart

Hook: "Don't shoot, Cap'n! I love him!" "Dammit, y'only just met him!"
Problem: Sent to steal a computer prototype back from a group of pirates, the crew have to sneak onto their secret island base.
Complications: The pirates are idealistic types seeking to free the data, lead by a charismatic scoundrel who reminds the Captain of why he tries not to be idealistic. He's the perfect candidate to become an annoying rival, and a romantic foil for a starry-eyed young member of the crew.
Resolution: Retrieve the prototype. Maybe after the pirate technician gets a good look at it.
Fun Stuff: Pirates!
Theme: Maybe there is someone out there for everybody. But even so, timing is crucial.


Is That All You've Got For Me?

Hook: "Shaddap an' fight! You an' yer... twin over there, ya... blurry sonsabitches..."
Problem: Due to a disagreement over a rather substantial sum of money, the crew's best goon has to work off his debt. The best way to do that is in his creditors' decidedly illegal underground fighting circuit.
Complications: The rest of the crew have to get him out as he takes more hits than he can heal. And he starts to acquire a following, before being told to throw a bout and set up to lose in a fatal way if he refuses.
Resolution: Save him, before or after he gets into the ring one last time.
Fun Stuff: Jobbing, kayfabe, heel and face turns. And brutal fights to the death in front of baying crowds of heartless spectators.
Theme: What we want to do for a living might not be what we're best at.


You Gotta Burn

Hook: "So we gotta get there an' back in three days. And if we don't make it in time, we get..." "Set on fire. Yes."
Problem: Someone decidedly unethical wants the crew to steal a sealed unscannable package, on a very tight deadline. Failure or refusal will result in a painful burning kind of forfeit.
Complications: They're not the only competitors in the race. And do they really want this guy getting the contents, whatever they are?
Resolution: Figure out a way to lose the hot potato without being incinerated piece by piece over several days.
Fun Stuff: A full-tilt race across space. A client too scary to refuse.
Theme: Do the ethics of doing a job properly override deeper-seated morals?
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  #3  
Old 08-08-2009, 10:17 PM
Craig Oxbrow's Avatar
Craig Oxbrow Craig Oxbrow is offline
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Demolition Joyride

Hook: "Land race!" "We're not planning on settling down, are we?" "No, but the claims are worth a whole passel o' money..."
Problem: A moon reaching the end of its terraforming procedure, five years away from the atmosphere being breathable, is now ready for a new land race, with lots going to whoever can stake a claim and hold it. All it takes is a week holding a plot, and the ticket's yours.
Complications: The rules prevent use of a spaceship, it has to be overland across broken terrain with highly toxic air outside. And, hey, there are hundreds of competitors for dozens of claims.
Resolution: Hold out, or decide the scrip just ain't worth the hassle.
Fun Stuff: Driving too fast through air that could kill you, with other drivers ramming and shooting at you. If that ain't a good time, what is?
Theme: Gold fever does all kinds of ugly things to people.


Accidents Will Happen

Hook: "Is the engine supposed to make that kinda thunka-thunka-crunch sound?"
Problem: Limping to a friendly berth to make much-needed repairs, the engineer finds other much-needed repairs. And when she's not looking, more and more repairs start to add up.
Complications: Before long it starts to seem like the ship's got gremlins... or like someone's sabotaging it on purpose. Is the ship just hurting in general, or are the shipyard owners running a scam, or is there something lower yet going on?
Resolution: Figure out which accidents are "accidents" and why someone else in the shipyard wants you grounded longer'n usual. Maybe there's a lucrative contract coming up, and you got some competition with a sly sense of how to slow you down. Maybe one of the welders is sweet on your engineer.
Fun Stuff: Everything going wrong to the point of nobody wanting to walk under ladders or bother a black cat.
Theme: We always look for patterns even when there aren't any.


Everything Looks Beautiful On Video

Hook: "Yes, I've seen the pictures, and no, I didn't rob that place!"
Problem: The crew discover that a higher-than-average bounty has been placed on the Captain for a crime he definitely didn't commit. There's strong capture imaging evidence, real high end fakery if fakery it be.
Complications: The ticket on the Captain's scalp naturally draws hunters, and any friendly contacts who could prove it's a trick are a bit busy laying low due to the hunting.
Resolution: Puzzle out which of the crew's rivals or enemies actually robbed the place, return the stolen items and the unadulterated security capture, and avoid being hauled in for all those crimes you did commit.
Fun Stuff: Bounty hunters. Video editing. Being a notorious thief with no real work involved.
Theme: Fame isn't all good news.


Give Me the Cure

Hook: "We know you have the medicine. Place it in the airlock and no-one gots to get shot. Dohn-luh-mah?"
Problem: A nice chance to play big damn hero, delivering medicine to a plague-ridden border planet after it's donated by former Independents to make sure it makes it there whether Alliance medical ships do or not. Of course, A hold full of life-saving medication has a certain value on the open market.
Complications: So as well as dodging Alliance quarantine ships (who are genuinely trying to help the infected as well as stop the spread of the disease) you're running from raiders who surely ain't looking to help the needy.
Resolution: Sneak through the quarantine zone, outfly or outfight the buccaneers, and deliver the supplies to the emergency medical teams on-planet.
Fun Stuff: Gallumphing Alliance ships, tiny pirate fighters, refugees, ex-Independents handing out aid on the sly.
Theme: Sometimes a good deed has to be done quietly.


Guns Before Butter

Hook: "Did we just arm a coup d'état?" "It's possible..."
Problem: A nice big shipment of untraceable assault weapons to a border planet militia looking to wipe out their Alliance-backed mining company masters.
Complications: And anyone else who they don't like the look of. Like the families of the miners, and people working in the mining town, and those colonists from Lilac who stole all those jobs stacking shelves, and...
Resolution: Turn to the Alliance for help against the people you armed to fight them. Or destroy the weapons before they can be distributed and the massacres can really get started.
Fun Stuff: Punching fascists don't ever get old.
Theme: The enemy of your enemy may in fact be a worse Go Neong Yung Duh than your enemy was in the first place. Look before you leap.


Brainwasher

Hook: "The little reader there seems more agitated and fanciful than usual. Could you maybe see to her while I go an' find out who's chasing us this time?"
Problem: In the middle of a nice ordinary stagecoach theft, the psychic knows that someone is closing in on her. Someone who won't ever lose her trail. Someone who can see as she sees.
Complications: While not as powerful a psychic overall, this particular hunter has a knack of making people see what he wants them to see, and he's sane enough to make use of that.
Resolution: Confront him using all the anti-psychic tricks the group have had to learn from having a slightly unstable psychic on board - and find out what he wants.
Fun Stuff: Hallucinations and tricks designed to catch every crewmember perfectly.
Theme: What you imagine can be far worse than the real situation.


Planet Of The Wolves

Hook: "They let a whole planet go feral?" "It's an experiment - " "A whole planet?!"
Problem: Ararat is a nice quiet backwater planet, off the shipping lanes, terraformed early on to test the procedure and, when it was found to work, given over to a biological preserve for Earth-That-Was flora and fauna. A monitoring station, home to about two hundred people, is the only official human civilisation on the entire planet. However, the crew are sent to meet someone on one of its uninhabited islands, at a secret smuggling bolthole used by a crew they know. But the guy they're here to meet appears to have been killed and eaten by wild animals the day before they arrived.
Complications: And since they had to land out of sight of the ranger station and monitoring satellites, the ship is twenty miles away. And it's getting dark. And there are two full moons in the sky...
Resolution: Get to the ship before the wolves, the bears... or the real killer...
Fun Stuff: Lions and tigers and bears, oh gorrammit!
Theme: Nature is red in tooth and nail, but it's no match for people when it comes to being vicious for no good reason.


Tick Tick Boom

Hook: "So our cargo is a bomb." "Hey, at least this one doesn't walk or talk." "Give it time. I'm sure it'll have plenty to say soon enough."
Problem: A not-terribly-reliable client in the arms trade has given them a large cargo to deliver. Turns out to be a fuel-air-explosive bomb big enough to take out a city, or a sealed colony of like size on an airless world. Like the one it's being sent to.
Complications: Tampering with the bomb will, of course, activate its timer. As will coming into orbit of the planet. Or veering off course. Or trying to throw the bomb out.
Resolution: Find a way to stop the bomb wiping out the colony which doesn't involve the noble self-sacrifice of the ship and everybody on it.
Fun Stuff: Tick, tick, tick, tick, BOOM! And that timer counting down follows all the amusing ethical discussions of whether the crew should be delivering this thing in the first place.
Theme: Don't go into a venture with your eyes shut.


Terms of Psychic Warfare

Hook: "Hey, lookit that, the bounty on li'l River just went down. That the first time it's done that?"
Problem: The psychic wakes from a vision of infiltrating a building she's never visited and killing a man she's never met. She knows it's going to happen... but has no idea when, where or why.
Complications: She isn't the killer. Another psychic of equal power has been created, brain altered with transplants of her neural tissue. Now she can see what her "second edition" plans to do on her missions. And she sees her being briefed to eliminate the "prototype".
Resolution: Focus on her mental wavelength to predict her attacks, and find a way to shut the program down.
Fun Stuff: The first successfully weaponised River-a-like - and doubtless not the last. Flashbacks and flashforwards. Seeing the back of your own head.
Theme: We're all capable of monstrous things. Where do we draw the line, and do we really stop ourselves crossing it?


The Ballad of Iron Eyes Cody

(With apologies to the real Iron Eyes Cody.)

Hook: "Iron Eyes Cody? Damn! I read about that guy when I was a kid! I thought he was dead..."
Problem: Back in the day, before the War of Unification, Iron Eyes Cody was the fastest gun in the Black. He was blinded by an enemy, and had his enemy's gun made into the casings for his cybernetic eyes after killing him while still eyeless. He fought for independence during the War, and dropped out of history and into legend after the ceasefire. And now someone wants him brought in alive on a private bounty.
Complications: The crew could have many different reasons for seeking him out - to warn him, to collect - and quite possibly different reasons from each other. And when they find him, they find an old man who long since hung up his guns and has no desire to strap them on again.
Resolution: Protect him from bounty hunters, find out the reason for the bounty being posted, and figure out a way to let the legend stay a legend without forcing an old man to return to killing.
Fun Stuff: Unforgiven with cyborgs.
Theme: Never meet your heroes.


Shoot First & Run Like Hell

Hook: "So who's gunnin' for us this week? Huh... nobody I recognise..."
Problem: In the midst of a nice quiet delivery of banned spices, someone shows up demanding a duel to the death with one of the crew, and has a big enough gang to prevent immediate fleeing.
Complications: The killer having a mad on for the Captain or XO or thug would be obvious and reasonable, but calling out a pilot or doctor would be a sight more unusual.
Resolution: Figure if there's a way to settle this cleanly, without having to dishonourably kill someone or get dishonourably or even honourably killed yourself.
Fun Stuff: Someone dead set on playing every "I'm a-callin' you out!" cliché in the book.
Theme: Mercy is the higher road, but it can lead to trouble later on from them as don't appreciate it.


Stranded In The Jungle

Hook: "Why do we have to keep meeting people on this planet fulla bears?"
Problem: Against their better judgement, the crew are broke enough to have to meet the smuggling group hiding on Ararat again. They have some rare Earth-That-Was plants from the preserve to take to Bellerophon.
Complications: And everything goes fine until an albatross hits the shuttle's primary port engine on the way up to the ship.
Resolution: Get off this damn rock before anything with teeth larger than your hand finds you.
Fun Stuff: Do you know that more people are killed by hippos than rhinos?
Theme: Humans may be a sight more capricious, but nature always wins for random cruelty.


All My Friends Are Dead

Hook: "She was the last member of my old squad to survive, apart from me. And now... there's just me."
Problem: Most of the veteran's squad were lost at Serenity Valley. Some small few made it out, and most of them couldn't get to honest work in the Alliance's Verse. Now the last of them has been shot down robbing a train.
Complications: So he gets it in his head to finish what she started. To steal that cargo and deliver the proceeds to her family. Even though the guard on it has now doubled.
Resolution: Try not to go from only survivor of the unit to last one to die just to prove a point.
Fun Stuff: Sombre reflection and/or rowdy drunken wake. A great train robbery.
Theme: Live a bad life, chances are you'll die a bad death, but standing by your friends and comrades is worth the risk.


Nobody Moves, Nobody Gets Hurt

Hook: "Wasn't this supposed to be our robbery?"
Problem: There's a great once-a-season security haul waiting in a bank vault according to your contacts. Enough to repair your ship, pay off those loansharks who plan to sell you to the organleggers if you don't give them some money soon, and even pay your crew for a couple weeks.
Complications: Unfortunately, one of your contacts' contacts got wind of this idea, and sent another crew to hold up the vault while you were casing it.
Resolution: Figure out an amicable arrangement, or this is liable to lead to a chase and gunfight of some kind.
Fun Stuff: Getting caught in the middle of another bank robbery while planning to rob a bank.
Theme: Nobody likes someone else stepping on their patch.


Sometimes The Devil Sneaks Inside My Head

Hook: "I'm gonna kill this man."
Problem: Someone the crew have hacked off wants revenge, and is happy to use any means to make his point. Friends and family will be harmed or threatened to find information and to make a point, killers recruited to help in the hunt, innocent bystanders cut down in the crossfire.
Complications: The authorities catch wind of this, and the Alliance sends Marshals to clean up the mess before anyone else gets hurt. They aren't too fussy about arresting those on either side of the fighting.
Resolution: Find of there's any way to resolve this short of killing or being killed.
Fun Stuff: Murderous blood-simple revenge has a way of affecting the targets as well as the hunters.
Theme: The evil that men do lives after them.
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  #4  
Old 08-08-2009, 10:18 PM
Craig Oxbrow's Avatar
Craig Oxbrow Craig Oxbrow is offline
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Coming Soon: 30 Buffy Episodes Based On They Might Be Giants Song Titles

After that I'm available for new challenges.
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Buffy: The Watch House
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Season One, Season Two, Season Three, Season Four, Season Five, Season Six

SEASON SEVEN
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  #5  
Old 08-13-2009, 08:04 AM
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unodiablo unodiablo is offline
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Re: Firefly: 30 Episodes Inspired By Punk Songs

You had me at 'Kaylee in fishnets'!

Great stuff. Now I just need to get my pack of outlaws to play a Firefly run!!!

I should get "30 Gamma World adventures inspired by Muse songs" posted next week.
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Old 08-13-2009, 08:58 AM
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Re: Firefly: 30 Episodes Inspired By Punk Songs

By God you make me want to run Firefly again. Actually, Buffy too, for that matter.
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Old 08-13-2009, 01:34 PM
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Quote:
Originally Posted by unodiablo View Post
You had me at 'Kaylee in fishnets'!
I kinda figured that there might garner some attention...

Quote:
Originally Posted by unodiablo View Post
Great stuff. Now I just need to get my pack of outlaws to play a Firefly run!!!

I should get "30 Gamma World adventures inspired by Muse songs" posted next week.
Thanks.

Quote:
Originally Posted by Llenlleawch View Post
By God you make me want to run Firefly again. Actually, Buffy too, for that matter.
Thank you kindly. Now go an' do likewise.
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Old 08-13-2009, 02:08 PM
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Re: Firefly: 30 Episodes Inspired By Punk Songs

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Originally Posted by unodiablo View Post
I should get "30 Gamma World adventures inspired by Muse songs" posted next week.
"No one's gonna take me alive!"
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Old 08-13-2009, 04:06 PM
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Quote:
Originally Posted by unodiablo
I should get "30 Gamma World adventures inspired by Muse songs" posted next week.
Quote:
Originally Posted by Scoundrel
"No one's gonna take me alive!"
And that's why with the research, Mr. Oxbrow. Nothing worse than not being in on a joke you set up!

Using Muse songs was my [return chall-enge!]. I'll be listening to one of their discs for the first time while getting more adventure seeds done...
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Old 08-19-2009, 07:34 PM
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Re: Firefly: 30 Episodes Inspired By Punk Songs

Buffy: 30 Episodes Based On They Might Be Giants Song Titles.
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