Back when I was running games I used to write out multiple 1 - 3 paragraph hooks to pass out to my players and see what campaigns they might be interested in playing.
Here are a few of those. I'd be very interested in any thoughts you guys and gals might have on them. Are there any that you particularly like or dislike, do you have any suggestions for tweaking the ideas, are any of them things you would enjoy playing, etc?
Anyway here they are and yes I'm asking for feedback even if you aren't usually a tabletop RPGer.
Land of Mystery
San Francisco, 1935. You have been contacted by the imminent Professor Winston Cullingsworth to accompany him on his expedition into darkest Africa to find the shadowy lost city of Koram, the home of a fabulous Bronze Age culture. You have your own reasons for accepting Cullingsworth's invitation. Perhaps it is scientific curiosity or the love of adventure. Then again it could be the tales of the incredible riches reputed to be found there. One thing is certain however, before long you will be in the midst of an adventure so fantastic as to border on the unbelievable! [for Justice Inc.]
The Quest Voyages
The Galactic Rim, Combined Systems frontier zone, 2340 In the two hundred odd years since the development of the Hyper-warp engine mankind has slowly expanded into space. Sometimes making new friends, and other times encountering foes. Today Earth is the most influential member of the Combined Systems, an alliance of over 100 planets. Currently the C.S. is in a period of expansion, as the crew of the extended range scout vessel CSS Quest that will be your job. All alone in charted, but unexplored space, beyond the frontier. [for Star Trek: The Role Playing Game]
Deadwood
Dakota Territory, 1876. "Thar's GOLD in them thar hills!!" That's the cry that's echoing through the country. Gold has been discovered in the Black Hills of Dakota, and it seems like every man who can swing a pickax is on his way to try and cash in on the instant riches just awaitin' to be dug out of the ground. But they're not the only ones headin' north. There's whiskey peddlers, snake-oil salesmen, shopkeepers of every stripe as well as gamblers, con-men, and bandits all makin' a beeline for the new boomtown: Deadwood. It's a wide open town where the only rule is "Come out alive and with more money than you came with." The opportunities are there, on both sides of the law. Which one will you choose Pardner? [for Western Hero]
The Secret War
London, June 1938. A shadow detaches itself from a darkened building a few hundred feet down the street and flits quietly across to merge with the deeper shadows beyond. One man between you and the completion of your assignment. No, not a man, an obstacle to be overcome. You steel yourself for the inevitable confrontation. Two blocks of nervous anticipation later, your assailant comes for you. Light glints off the razor-edged blade of a stiletto as it slices for your jugular. You sidestep quickly, receiving but a knick on the chin from the blade, and with a stiff-fingered karate blow to his wrist you succeed in disarming him. As the stiletto clatters to the pavement your opponent utters a filthy curse in guttural German, and kicks sharply at your abdomen. The blow is expert and slams up against the side of a building. You recover in time to see the German Agent snatch up the fallen knife; his arm cocks back to throw. With a flick of your wrist the .25 caliber Beretta Bantam up your left sleeve slides into your hand. The crack of the weapon is deafening in the still night air as a small red hole appears in the German's forehead… In the world of spies life is cheap, and death comes quickly. [for Justice Inc.]
Survive and Succeed!
Imperial Space, near the Triangle, 2280. There are two kinds of people in the Klingon Empire - those who succeed, and those who die. You have done well thus far - posted to a fine vessel as part of the Imperial Klingon Expeditionary Forces - but tomorrow is always another day. A new day bringing new danger, new challenges, and new opportunities for Glory! A toast for the game begins anew. "To the Komerex Zha, the Perpetual Game, and all the players in it!!!" [for Star Trek: The Role Playing Game - Klingons]
Against the Fall of Darkness
Hudson City, 1993. Some Heroes fly above the streets dealing with menaces that the common man can barely comprehend. But in their roles as Guardians of the planet they often overlook the everyday crime in the streets. Murder, rape, robbery, narcotics, organized crime and a host of others are left for a monstrously overworked police force. But you are another breed of hero. You stand on the city streets to battle a menace all the more insidious for it's familiarity. There is no fanfare in this fight. Indeed the Press hounds you, the police hunt you and you are derided as a vigilante no better than the criminals you fight. So be it, this isn't a popularity contest, it's a war. A war against the forces of darkness, a cancerous mass draped across the throat of this city, slowly strangling any decency and justice. The human beasts are trying to plunge mankind into darkness. It's up to you to get out there and stop it! [for Dark Champions: The Animated Series]
Lock and Load
France, 1944. Awright, boys. This is it! The Big One, WWII. We've made it off the beaches at Omaha, and wasn't that a bitch, and we're rolling through France. But don't nobody get no ideas, it's a long friggin way t' Berlin. A lot of us won't be going home, but we knew that comin in, right? So we go in and blast the Nazi sons of bitches out where ever they are. It'll be rough. One fire mission after another. But we all know the alternative; those little Hun bastards'll be marchin' through Main Street if we don't stop 'em. So saddle up! And quit yer bellyachin'! Don't cha know there's a friggin' war on!! [for Behind Enemy Lines or GURPS: World War Two]
At Rapier's Point
Paris, 1624. Bonjour, mes Amis. I have heard that in the East they have a saying: "May you live in interesting times". Well the times are very interesting indeed, non? We are ruled by a young King of but 23 years, while the wily Richelieu manipulates events from behind the throne. There are some who fear that he will kill Louis and seize the Throne for himself. Perhaps they are right. It will be up to us to prevent that. The Black Musketeers have always stood by the King. But at the same time we can not simply run the Cardinal through. First, he may be innocent of the charges leveled against him. Second, he is too useful to France to simply kill. And third, his supporters, of which there are many, would plunge La Belle France into Civil War. Thus must intrigue be the order of the day, a game at which the Noble Cardinal is a Grandmaster. Mais oui, interesting times indeed. [for Flashing Blades]
Let Freedom Ring
Theoretical Science Foundation Headquarters, Los Angeles, 1951. Ladies and Gentlemen, the Organization that you are about to become a part of is considered by most to be a collection of crackpots squandering a fortune away on half-baked theories, and investigations that are better suited to a Hollywood fantasy than a true Scientific Society. It is an image that we go to considerable lengths to maintain. If the people knew the truth about our work it would terrify them beyond words. You see we know the true history of this planet we call home. The forces that have shaped it, and continue to do so. We know what threats this world is facing, and let me assure you here and now that the Red Menace is the least of our worries. The few high officials of our government who are aware of our work are aiding us to the best of their ability. However as the enemy has infiltrated that government we dare not join forces completely. Your job will be to investigate any phenomena that are considered to be unusual. You will be formed into one of our investigation teams. And I assure you there will be plenty for you to do. [Atomic Horror for GURPS or the HERO System]
Secret Heroes
Stalag Luft C XIII, 4 kilometers south of Osnabrück, Germany, January 1943. The Colonel could still remember the day the Brass had pitched the idea at him three months ago. At first he had joked that it was six months too early for April Fools. Nobody laughed. Nobody even cracked a smile. They were serious. MI-6's top deep cover agent in Lower Saxony had discovered an old abandoned iron mine beneath a POW camp. The ore had played out long ago and the mine hadn't been worked in over three hundred years, the entrance was overgrown and partly collapsed, no one even knew it was there. It was the perfect base for an intelligence/underground/sabotage operation. And being prisoners in the camp was a perfect cover. It had taken some work to get the right people in the right jobs but they'd managed it. Von Kleinmann was career Air Force but vain, gullible, and not especially bright; he was also a decent man at heart and hated the Nazis though he was too terrified of them to show it. Getting him assigned as Camp Kommandant hadn't been too difficult. Then there had been the Sergeant of the Guard. That had been the agent's choice. She knew a grandfatherly old World War One retread named Schmidt who would do perfectly. Schmidt preferred things nice and quiet and was perfectly willing to look the other way to keep them that way. He also harbored a secret hatred of the Nazis for closing down his little toy shop and calling him back into uniform again. Then there was the MI-6 agent, she was a stunner, smart as a whip and able to wrap any kraut around her little finger in minutes. She was Von Kleinmann's secretary and had arranged to have the Colonel and his team transferred to C XIII after their capture two months ago. Now the mine's tunnels were outfitted, exits and entrances carefully camoflaged, radio set up, printing press ready to give them any false papers they needed, photo lab in place, German uniforms fitted for everyone and ready for use. Just yesterday the Colonel had reported to London that they were ready to go into action. Now the moment had come. The radioman held out a sheet of paper, "Orders from London, Colonel." [for GURPS: World War Two or the HERO System]
A Star to Steer Her By
Avalon, Anglican Star Kingdom, 13th century Post Diaspora "The Star Kingdom will always have enemies, Captain. Only the vanquished know peace." The bosun's call is lost in the hum of the power plants as Her Majesty's Cruiser Undine breaks orbit and sets her hypersails for Deleri Space ... beyond the Delta Rift. The year is 3784 and this is your first command since the war in the Karibee Cluster. Your orders are sealed, but you know your duty well: forge a fighting crew from green, starry-eyed youngsters and hard-bitten spacers, fight through the space of the barbaric Ma' Jho' hot, and sail for distant sectors where starships and rail-guns will decide the course of empires. [for the HERO System and Full Thrust]
Beneath the Green Star
On a distant world a powerful wizard summons a hero who will lead an enslaved people to freedom. Snatched from his comfortable life an ordinary man finds the hero in himself in the fight against the evil Empress Zandara and her barbaric Kanid warriors, becoming a Warrior-born in the cause of freedom under an alien star. [for the HERO System]
Mortal Stakes
Los Angeles, California, June 1967 The Summer of Love The times they are a changing, or maybe not. The name's not important, but if you have to have one I guess you can just call me Sam. I'm a licenced private detective. You don't get rich in this racket. Sometimes you get beat up or shot at, or tossed in the slammer. Once in a while you get dead. Every other week you decide to give it up for some sensible occupation. Then the door opens and in walks a new face with a new problem and a small bit of money. Come in, Trouble, what can I do for you? [for GURPS: Mysteries or the HERO System]