Tuesday, June 16, 2020

Starfinder Society Scenario # 1-32: "Acts of Association" [RPG]


NO SPOILERS

I ran Acts of Association as a Subtier 1-2 play-by-post game a few months ago, and it was a blast.  The scenario is perfect for new players because it's fun, engaging, has a variety of tasks, and isn't rules- or lore-heavy.  The fact that it's a repeatable with extensive randomised elements makes it a great scenario for a GM to have in their back pocket at conventions or other situations when they might need to run something on short notice.  It's also a relatively quick scenario.  I think it's a good model on how to do an enjoyable repeatable.

SPOILERS

The adventure begins with a briefing provided by Chiskisk, a member of the Starfinder Society's Forum who was first introduced in the Dead Suns adventure path.  Chiskisk explains that a dignitary from a civilization beyond the Pact Worlds has been invited to Absalom Station and is close to signing an agreement with the Starfinder Society to allow increased contact and exploration of their territory.  But the dignitary has requested a tour of Absalom Station, so the PCs are tasked with providing an escort and basically making sure that the dignitary has a positive experience.

The GM's duty before the session begins is to determine who this dignitary is, what they're like, and what they want to do.  Acts of Association includes an excellent variety of options, complete with artwork, backgrounds (adding some nice lore to the setting), and cultural taboos for several different possible dignitaries.  The GM can choose one of them, roll randomly, or even combine individual features of different dignitaries into a unique composite.  It's an elegant aid to repeatability, as having a different dignitary ensures a very different role-playing experience.  Further, the goal of the scenario is to keep the dignitary happy, and this is measured by an "outlook" tracker that can rise or fall depending on the particular dignitary's preferences--this means that something the PCs do that one dignitary will love may completely turn off another.  I rolled completely randomly and ended up with DV8 (a sentient robot) who had the characteristics of impulsiveness (it would make snap decisions on what it wanted to see) and a fear of being left alone (if the PCs got beyond 30 feet of it, its outlook level would be lowered).  I had fun role-playing it as almost Dalek-like in speech pattern.

When the PCs meet the dignitary that has been selected for them, they'll get a chance to make an early good or bad impression that sets the initial outlook level.  They'll also get a chance, through some skill checks, to learn about that dignitary's preferences and dislikes.  Once the dignitary tells the PCs what they want to see on the tour, the main part of the scenario begins: a series of encounters at four different locations within the station.  This is the other aspect of the scenario that aids in repeatability, because the scenario includes seven different possibilities.  A player who plays Acts of Association more than once is likely to get a least one or two encounters that are different than they experienced the first time around.  Here are the possibilities:

1. Perfexion:  The PCs have to escort the dignitary to dinner at one of the most expensive restaurants on Absalom Station.  Even getting a table isn't easy, and the dignitary will suffer an allergic reaction during the meal.  It's a fun idea and can actually lead to a combat (from bouncers or an angry chef), though it can also boil down to a couple of successful skill checks and be over with quickly.  Ideally, groups will use the "fancy restaurant" opportunity for some good role-playing.

2.  Pet Hunting: The dignitary insists that it wants a pet--a squox (squirrel-raccoon type of animal) from Jatembe Park.  Taking squox from the park isn't illegal, per se, but the groundskeepers do everything they can (non-violently) to interfere.  It's an interesting type of encounter because once the squox appear, they start to disappear after a random number of rounds so the PCs have to run all over the place.  It also makes heavy use of a skill (Survival) that doesn't get a lot of play in Starfinder, and I liked that.  (I could see some players/characters objecting to the idea that a wild animal swiped from a public park should be gifted as a pet to a foreigner with no experience in taking care of such creatures--this might not be the best encounter for a Xenowarden-themed PC!)

3. Club Hopping: The dignitary wants to experience a nightclub on the station, but spills a drink on a local tough-guy who wants to punch them out.  This can be a "one skill check and it's over" encounter (as it was when I ran it), or turn into a small combat encounter.  Probably one of my least favourites, because it's pretty cliché and there just isn't a lot happening.

4. Glitchy Pleasure Cruise:  The dignitary wants to see Absalom Station from the outside, but has chartered a ship full of glitch gremlins.  I didn't run this one.  It looks pretty easy, but okay.

5.  Souvenir Shopping: After taking the dignitary shopping, the PCs get loaded down with several bulk-worth of packages.  The fun mechanic here is that when a local gang attacks, they're not out to defeat the PCs--instead, they're trying to scoop up packages and make a run for it.  It made for a very different type of encounter, because it wasn't the PCs' ultimate combat skills being tested but instead their tactical ability to protect a bunch of movable items.  And a shopping center-focused ysoki thieving ring named the Mall Rats? I'm on board!

6. Theatorium: The dignitary wants to give an impromptu performance at a local theatre, and the PCs have to try to influence the audience to provide a favourable reception.  This one requires the GM to think on their feet as to what type of performance the selected dignitary would try to give.  It also has a frankly weird list of skills the PCs can use to try to influence the audience (like Physical Science and Sleight of Hand).  An interesting idea, though perhaps not executed perfectly.

7. In Transit: This is an optional encounter that the GM can insert if there's extra time to the session.  The group gets caught in the middle of a battle between rival space goblin gangs.  It's a low-threat bit of silly fun, and a nice option to have if the PCs have managed to deal with most of the other encounters peacefully.

With the exception of Souvenir Shopping and In Transit, the encounters can be handled without violence if the PCs have some skill in Diplomacy or Intimidate.  When I ran it, one of the PCs was an envoy focussed on Diplomacy, and easily killed most of the DCs.

I did find it helpful when GMing to add a bit of "connecting tissue" between the encounters I randomly rolled--for example, when DV8 left a restaurant encounter near Jatembe Park, that's where he saw a squox and determined he wanted one (thus initiating the pet collection encounter), and after getting one, insisted on immediately buying pet supplies (and initiating the shopping encounter).  The squox then got away and ran into the nightclub to start the Club Hopping encounter.

Acts of Association isn't a difficult scenario.  When I ran it, the dignitary's Outlook Level never got below the maximum at any point.  It's possible that groups who don't pay attention to the dignitary's taboos or who handle every encounter ham-fistedly could have worse luck.  I noticed when GMing that there is a potential issue in how the Outlook Level is adjusted because the order in which positive and negative changes are applied could be very significant.

Although a couple of the encounters could use a little tweaking, on the whole I was impressed by this one.  It makes a perfect introductory scenario, and one of the few I'd be perfectly happy to play even after having GM'd.

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