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Thread: 1001 Interesting Locations

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    1001 Interesting Locations

    I've been away for a while, but I didn't see an injunction against 1001 threads. (Mods: Delete this if there is.)

    One of the things I try and do when coming up with scenarios is see if there's an interesting place to put it. Sometimes you can't: the bank robbery pretty much has to happen at the bank (though even there, you can twist it a bit--see Donald Westlake's Bank Shot as a now-outmoded example).

    And, obviously, what's interesting for a set of people who can fly is not interesting for someone whose movement power is burrowing. So there are some pretty wide parameters, and what's listed might not be useful for you. Still, if you think of something.

    1. Inside A Multistory Mall Innocent bystanders, enough room to fly, probably some hanging sculpture for the acrobatic hero to bounce off of.

    2. In The Sewers Might not be wide enough for flyers with wings, might be too slippery for wallcrawlers, and might be too dark for those without special senses.

    3. In The Orphanage Great spot to grab the mysterious child, terrible spot if you're concerned about hostages or collateral damage.

    4. We Go To Church Often a big open space, inside, and just as often full of things with symbolic value that you don't want to damage. On the other hand, if you're trying to get the villain near a source of holy water, it might work. (And you can switch it up by having a shared-space church that is relatively tiny because it gets used for non-religious stuff too.)

    5. In The Circus Tent Lions and tigers below, acrobatic equipment, trapezes, lots of hostages, and if the villain takes out the main tentpole, it might well cause everything to collapse, covering their escape. (Most modern circuses are held in the local auditorium, but this one might be a throwback.)

    6. In The Hospital Morgue The place has hostages (dieners and pathologists), lots of innocents on adjacent floors, and possibly lethal and quarantined bodies. Sounds dangerous enough to me.

    7. In Or On The Moving Train I think Amtrack has supervillain insurance...

    8. The Warehouse That Stores... Anything interesting. Magic tricks or sets and props for the theater, if your unpowered vigilante needs some temporary equipment. Musical instruments. Perhaps your gadgeteer/science hero maneuvers the villain to a chemical storehouse.

    9. Six Feet Under The Surface Of The Reservoir Kinda awful if none of your heroes have Swimming but your villain does. Of course, that might be why the villain put the hideout there....

    10. Speaking Of Six Feet Under There is something fun about the fight being at the funeral home where supers tend to be prepared for burial. They have some equipment, because this isn't the first time that someone has come for the brain of the deceased, they have funerals happening (some super, some not). They have someone whose immortality won't kick in until all the bodily fluids are drained. Could be confusing and interesting.

    11. The Gas Station Where It Keeps Happening I can imagine a running gag in a low-powered vigilantes game where a particular gas station owned by an unpleasant individual the heroes know keeps getting robbed, and the heroes are either busy or get there too late, so the owner decides to take matters into his own hands, and gets (or builds) a blaster. A lightning generator in fact (can't trust those plans off the Internet), that puts the entire station at risk of blowing up. That would be the time the heroes arrive on time--

    12. On The Roof Of The Tower This works best for non-flyers, but you can contrive situations where it's tough for flyers, too. It's a tower under construction (or destruction), and the storm is moving in. There's only a certain amount of time before the storm hits/the demolition charge is set off.

  2. #2
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    Re: 1001 Interesting Locations

    13. Airport - What happens when a new power (I always think cyclops, laser eyes) suddenly manifests in a high security area such as an airport. Are you the kid? Someone responding?

    14. The Whole Theme Park - Chasing down a villain in a theme park; complete with crowds, rides, and animals; gets all the more fun when someone ducks into the fun/scare house, tunnel of love, or other moving attraction.

    15. Roller Coaster/Ferris Wheel - Top five worst places to be when the zombie apocalypse happens. Also, a fun location to fight while rides blast by you every few seconds, or jumping from one rising platform to the next requires acrobatics checks and a certain courage not everyone can muster.

    16. Las Vegas Strip - The lights and flashing signs, giant statues, and casinos full of dazzling lights and machines, built on criminal activity and adult entertainment. Why wouldn't you go there. Not to mention the area would be great for two giant power players to bash each other around through giant hotels, throwing statues and flying through fountains and casino floors. And Vegas' airport is smack dab in the middle of it all. Lastly, at the northern end of the strip is the stratosphere, a space needle shaped building with rides on the top.
    Kit Andersen/GravityBoy! - Whole Family of Supers
    GM - Super Framily Plan
    Captain Thunder - Victory Legion!

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    Re: 1001 Interesting Locations

    17. The Zoo Lions and tigers and bears, oh, my! All waiting for the local mad scientist to grab them and turn them into super creatures. Add plenty of little kids and carefully constructed exotic environments. You also get the potential for unusual hostage situations: "This is the last known breeding pair of Tasmanian mud rats. Deliver one billion dollars in gold or this entire gene pool goes straight to the extinct list!"

    18. Megalo-Mart or whatever you're calling the ubiquitous big box store in your setting. It's got everything from pets to pharmaceuticals to fire arms, is open 24/7, and the ceiling is just tall enough to get flying heroes into trouble.

    19. The Stadium on the Day of the Big Game Has lots of room for maneuver, and plenty of potential hostages. Moral choices about whether or not to cancel the game: "Nothing stops football! You may as well try to stop America!" And every campaign has the villain who is just itching to get his hands on a blimp.

    20. The Local Renaissance Fair or Civil War re-enactment. Can be amusing if one of the re-enactors becomes empowered during the adventure. You have to wonder about what it says about me as a GM that the last time I tried this, the players moaned, "Time poop, again?"
    Last edited by robertness; 05-11-2014 at 07:36 PM. Reason: Added Locations 19 & 20

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    Re: 1001 Interesting Locations

    21. Thanksgiving Day Parade - Giant balloons in the sky, huge groups of people walking down traffic controlled streets, and crowds for days and days in all directions. Plus, everyone in America is watching...

    22. Fourth of July Fireworks - It's night time, probably in a park. And there are bright lights and loud bangs going off in the sky. But wait, are those fireworks or alien space ships? or two supers blasting at each other in the sky. What happens when the crowds think what ever threat is going on is actually part of the show?

    23. Public Official Grandstand - Whether being sworn into office, presenting awards, or giving a speech to an audience, there's always an added danger at an event with heightened security, civilians, and public figures.

    24. A Wedding - Set in just about any location, at any time of day, any part of the year, this may seem pretty boring with not much more than a DJ and a special cake to blow up. But instead of where the guests are, think about who the guests are. Instead of your party meeting at a bar, what if they share a common wedding invitation. Or what if the groom's family is an ancient race of humanoids with super powers? Or disguised aliens? Or Were-wolves? This setting lets you bring in family tensions and guest lists of people that might not otherwise ever be in a room together.
    Kit Andersen/GravityBoy! - Whole Family of Supers
    GM - Super Framily Plan
    Captain Thunder - Victory Legion!

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    OPA Belta Kyle's Avatar
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    Re: 1001 Interesting Locations

    25. Museum Exhibit - Priceless artifacts. Display cases to use for concealment and/or cover. Maybe an item with some sort of previously unknown power?

    26. Magic Shoppe - Is it larger on the outside than the inside? Unpredictable results if you mess stuff. Doors that open into bizarre locales. The upset shop owner probably has some power of his or her own.

    27. UFO Crash Site - Weird, dangerous chemicals and radiation saturate the area. Everyone -- heroes, villains, government, corporations -- is going to want to recover the wreckage. Perhaps the ship was transporting dangerous lifeforms that are now loose.

    28. Prison Riot - The gate’s locked tight, but the prisoners have taken over the penitentiary. Time to go in and restore order.

    29. Automated Factory - Robot assembling arms with all sorts of power tools, conveyor belts, racks of parts, minimal human supervision.

    30. Hydro Electric Dam - Massive power generating turbines, spill gates, a huge reservoir of water.

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    Re: 1001 Interesting Locations

    31. In A Model Home - The appliances don't work, property damage is not going to be (much of) an issue, and while there's probably lots of open space that the developer owns outside, inside it's probably cramped for the flyers and not a great place for the other acrobatic types (though I can certainly imagine bouncing down the open staircase). Young married couples looking for their first home also make good hostages.

    32. In A Drycleaning Shop - The opposite of the hall of mirrors in the funhouse: you've got a long snaky row of clothes blocking view but easy to pass through; you have enough small stuff around to confound sonar or radar. Put it in the mall and between a headshop and a movie theater, and well...

    33. Back corridors in a mall or office tower - We don't often see them, but the maintenance staff uses them. Unlike the rest of the building, they are often not clearly labeled, just row on row of mysterious doors...and the occasional innocent bystander from a store or office taking out the garbage.

    34. The water park - They laughed at you when you took a water-breathing character, but you'll be right at home in the wave pool. Jumpers in the water can't jump quite as high, there are huge waterslides for flyers or acrobatics experts to swing on, thousands of innocent bystanders without guns (or anything except snack bar food and suntan oil...hope that's not your vulnerability!)

    35. The cemetery - Who takes Burrowing as a power, anyway? But interrupting the funeral of the dearly deceased gives you hostages, there are crypts or mausoleums to hide in, oddly shaped statuary, or at midnight in a thunderstorm, it's hard to see but oh so atmospheric. Is it disrespectful to toss around headstones as improvised weapons? Also, those burrowing folks are probably going to keep running into the concrete containment boxes around the buried coffins (unless the cemetery is old or a natural cemetery). Awful if one of the heroes is attending the funeral in his or her secret ID...

    36. Bowling alley - Balls to throw, wide (but short) spaces to fly in, probably a kitchenette that will have hot oil, lots of shoes for a possibly ineffectual throwing attack, guys with beer guts and possibly bowling shirts, pins to throw, and usually pinball machines and that one kid who seems oblivious to everything else because he's trying to get the high score on the vintage Galaga machine he's found.
    Last edited by kipling; 05-17-2014 at 08:23 AM.

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    OPA Belta Kyle's Avatar
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    Re: 1001 Interesting Locations

    37. Rave or Warehouse Party - It's crowded, it's loud, it's dark except for the constant strobe lights and glow sticks. Some of the drugs being passed around might cause the user to temporarily gain superpowers and experience a psychotic break.

    38. A Busy Intersection - The villains decided to rob an armoured car, kidnap a CEO, or maybe just attack a politician's motorcade. Regardless, it's rush hour, traffic's jammed up full of innocent bystanders stuck in their cars.

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    Re: 1001 Interesting Locations

    39. Launch Pad - Whether NASA is putting up a rocket or a super villain is launching a rocket of doom into the atmosphere, there is plenty of danger on, in, and around a launch pad. Could be on government property, secretly hidden in the heart of the city or grain silo's or rural Kentucky. And things are sure to warm up when the victims are held hostage right under the blast of the rockets.

    40. Blimp/Hot Air Balloons - Curved edges and explosive gases make for a daring and dangerous fight above anything. Flyers may have the advantage, but it's hard to go shooting wildly on your enemies when the vessel you're flying around is more dangerous damaged than functioning.
    Kit Andersen/GravityBoy! - Whole Family of Supers
    GM - Super Framily Plan
    Captain Thunder - Victory Legion!

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    Re: 1001 Interesting Locations

    41. Chinese New Year Celebration The sights, sounds and smells of your city's China town as it gets ready for one of the hugest Chinese celebrations. But what happens when your characters are sampling the finest 辣子鷄 (spicy chicken) and the 舞龍 (Dragon dance) becomes 真龍 (a real dragon)!
    (This is inspired by an event my Girlfriend ran for us on Chinese New Year a few years back. It was awesome!)

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    UN Basic Recipient Pardum's Avatar
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    Re: 1001 Interesting Locations

    42. Water Sanitation Plant With lots of pipes and other water containers, this is a great place for close combat and stealth situations. Things can also get a little hairy if some of the pipes or water vats burst, causing a flood of (potentially) hot water. Hostages can be found in the form of government workers, and the city could even blame the heros if something happen to one of their employees or the villain poisons the water supply.

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