NO SPOILERS
Band on the Run is the first in a new series of "One-Shot" adventures for Starfinder. Designed to be played in one sitting, they're essentially Starfinder Society scenarios without the shared premise that everyone's a Starfinder. Using the provided pre-gens, this opens up the story possibilities in a fun way. I got to play this adventure via play-by-post and had an amazing GM that made it a real blast. I could see something like this as a good way to get new players into the game, especially since they wouldn't have to deal with the paperwork and explanations of Organized Play. The one downside of this idea is that Band on the Run, at least, really requires a GM and group that are into the role-playing. A group that takes a long time to warm up (or just wants to roll dice and kill stuff) probably won't get much out of it. I should mention the artwork, which is excellent.SPOILERS!
The premise of Band on the Run (that song is going to be stuck in my head for ages now) is that the 4th Level PCs are members of a rock band named Neon & Noqual that's looking for its big break. When another act drops out of the Out of the Nest festival at Songbird Station, Neon & Noqual is hired for the slot--but they've gotta make it there in time! Unfortunately, the band's starship clunks out on them in the Diaspora, and they've gotta find a ride or repairs quickly or lose their chance at the bigtime.
The scenario starts with the PCs and their ship on a small asteroid that features little more than a diner. (Obviously, Starfinder is far from embracing hard SF!) Once inside, the PCs need to talk someone into helping them, but the staff and diners are completely uninterested. Although it doesn't necessarily appear to be on the surface (and I didn't notice it while playing), this is a total railroad because the only way forward is for the band to supplant a malfunctioning jukebox and play a live gig to impress the locals. There are some skill checks involved, but as is unfortunately common in Starfinder, it doesn't really matter whether the PCs succeed or fail--the plot moves forward all the same as they're offered a ride to Songbird Station by a vesk named Kardyn.
Kardyn is a sneaky fellow and when he announces he "just needs to make one quick stop", the reason for his willingness to help out becomes clear. He needs backup for a dicey criminal deal. The resulting encounter against some forgettable thugs takes place in a Zero-G setting, which unfortunately really bogged down a really fun adventure to that point. Once the PCs help Kardyn escape the battle, the getaway ship is chased by a flotilla of gangsters. Kardyn pulls another double-cross by using an escape pod to strand the PCs aboard a damaged vessel. There's a cinematic bit where the PCs need to make some skill checks to get the ship moving and avoid the gangsters (and a massive "diaspora wyrm"), though again success or failure on the checks still gets the PCs to the same place: Songbird Station!
Here, the group need to persuade, bully, or physically subdue a rival band named Snowfall Renaissance that plans to take Neon & Noqual's slot. I like that there are a lot of different ways to resolve this conflict. Afterwards, it's time for the big show! Depending on some more skill checks, the PCs might launch the band to stardom or get booed off the stage (memorialized forever on "total fail" playlists on the infosphere--that bit made me laugh).
The strength of Band on the Run is that it has a really fun, original premise. Although the core gameplay is only average, good role-players can really make it come alive--the group I was in sprinkled in all sorts of homage song titles and lyrics. It was definitely different than a standard Starfinder Society scenario, and I'd love to see more of Neon & Noqual.
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