Several players and GMs who have enjoyed Guardians of Sol-Tau have asked for possible follow-up adventures for the player characters, so I turned the question to Andrea Mollica, who wrote the story. This is what he had to say!
The conclusion of Guardians Of Sol-Tau leaves the heroes with a sense of accomplishment and fulfilling (assuming everything goes well and they defeat the Iods!), yet this does not mean their adventures are necessarily over.
If you want to see the shabby crew of the Astrid tackling new adventures, the finale of Guardians of Sol-Tau definitely offers room for further development.
Warning! Spoilers ahead! If you still haven't played GoST yet, I suggest you not to read on. Have fun with the adventure and check back here after that!
The Iod's defeat doesn't imply the entire destruction of their race. As described in the last chapter, several Iods die, but many of them still have the chance to start a new life in the Sol-Tau system - and they have no means to reach another solar system, anyway. How will the fare? Will they try to peacefully find a place to live, or their martial culture will cause violent conflicts? And how will the peoples of Sol-Tau react, now that the Iods have lost their military supremacy? It's entirely possible the surviving Iods will have to face distrust, hostility, or hate.
In both cases, our Heroes may be called upon to help. They may be regarded as the ones who can tell whether the Iods deserve a second chance, or where to deploy them. If the Iods behave aggressively, the PCs will be surely called to action, since they're the ones who destroyed their empire. Or, in an interesting turn of events, the group might be called for help by a group of Iods facing threats by people of Sol-Tau who don't want them as neighbors.
An entirely different lines of story development regards the new political assets of Sol-Tau system after the Iods' defeat. Most likely, a power vacuum occurs, and there may be someone who wants to exploit the situation in their favor, be they a criminal organization, a former rebel brigade, an entire people of one of Sol-Tau's planets or one of their governments.
Again, the heroes may be involved in several ways. Did they risk their lives against the Iods for nothing, just to see another dictatorship arise?
Since the PCs have acquired a huge fame within Sol-Tau, they are now considered an elite crew (even if their gaming stats may say otherwise...). There are many people willing to hire them for any sort of mission: transport, escort, smuggling, planetary research, body-guarding etc. Remember that, despite the dark years of the Iods, all the inhabited planets thrive with bristling life; many cities are huge and full of mystery and intrigue.
And, don't forget the Pilgrims. Who are they, after all? Whence the prophecy come from? What exactly was the supernatural power wielded by Hope? You can answer these questions in many different ways, and introduce more mysteries and conflict to involve the heroes.
But perhaps, the most interesting lead for a follow-up scenario would be answering the question: what's up with the Hrax? An impossible machine made of metal and dark energy, capable of killing suns! What's happened to it? Where has all that energy gone? What about the technology? What if a new villain of your choice found a way to tap into that energy and try to become the new ruler of Sol-Tau?
And all of those ideas could of course be mixed together into one scenario, of course. A Pilgrim gone rogue might trick the heroes into getting for him the means to use the residual energy from the Hrax, and the surviving Iods might become useful allies for another desperate battle against all odds!
All I can say to sum it up is, keep the Astrid flying!
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