Still no luck getting jobs, though I am still trying.
Since my college preparation is for the fall semester, my eagerness puts me ahead of the curve. At least one of the classes that I want/need to take hasn't been scheduled. Which is a problem because it's a co-requisite with another class, so I can't sign up for either class until it gets scheduled.
On the gaming front, one thing that surprised me is that I have a surprising recall of the plot I had done for my old Transformers adventure Attack of the Retcons. Though I admit that a chunk of that was how depressingly linear it was. Go to place from Transformers canon, fight Retcons who are at that location, talk to NPC who tells you the next location in the plot, repeat as needed.
Scene 1
Location: Autobot base on one of Saturn's moon.
Retcons attack
Analysis of Retcon wreckage reveals that they were manufactured on Planet Junk, home of Wreck-Gar and the Junkions.
Scene 2
Location: Planet Junk, where a factory has been built to produce Retcons.
Fight Retcons as they come off the assembly line
Wreck-Gar reveals that the Quintessons forced him to build the factory.
Scene 3
Location: Quintessa, home planet of the Quintessons.
Fight Retcons protecting the Quintessons.
The Quintessons reveal that they got the Retcon time weapon technology from the wreckage of Unicron
Scene 4
Location: Unicron's head
Fight Retcons and destroy the Time Core that Unicron is going to use to retcon his body back into existence.
Very linear and damned little variety of encounter. The retcon mechanics were the only really fun thing. At certain points in the very boring, theater of the mind, run them out of hit points fights, a character would get an index card revealing a new ability or stat boost. If the character took enough damage, they got replaced with another character and the process starts over.
If I wanted to keep as much of that structure in place, I could replace the simple fights with different tactical objectives. Instead of destroying the Retcons that just jumped off the assembly line, the scene instead becomes about the process of shutting the factory down. Dealing with the Quintessons can involve a rescue mission (they were holding certain Junkions hostage to get Wrecck-Gar's compliance) or breaking into their audience chamber (which can include the famous "letting themselves get captured so they can listen to the villain monologue").
I don't know that they opening and closing scenes should change much. A simple fight at the beginning lets the players get comfortable with their characters and the mechanics of the game, as well as introducing the threat of the adventure. The final scene revolves around the Time Core, so it's not just squads of Retcons again.
Just a lovely brainstorm



