Those can make great plot devices, and but there's no positive follow-up from that. Those nuclear codes and blackmail go back into secrecy, and the guns and algorithms just go to someone else (usually). I call these negative MacGuffins, because their default state is neutral, and they can only become dangerous (negative).
What I want is for the PCs' actions to make a real difference in their world. I want them to recover something that will make the world a better place, and soon. So, I came up with these positive MacGuffins. Their default state is positive, so as soon as they're recovered, they immediately start having a positive impact on the world. A few weeks after the PCs recover these, they'll be hearing about them on the news. And some of these MacGuffins might even be making a difference in the setting by the end of their next adventure.
So, even if these particular plot devices don't strike a chord with you, think about the ways that you can incorporate positive MacGuffins into your own games and let your players make a positive change in the setting.
Positive MacGuffins
1. Voracious grass seed that absorbs a tremendous amount of CO2.2. Rice packed with a week's worth of vitamins and minerals.
3. Inexpensive soy loaded with compressed proteins that unpack during digestion, providing energy for a couple of days.
4. Water-efficient millet engineered with as much protein and iron as a steak, with a fraction of the calories and cost.
5. A nanoscopic implant that monitors vitals, including white blood cell count and various enzyme levels, and provides immediate feedback in the case of a medical emergency.
6. Fast-growing tree that absorbs potent amounts of heat and produces a thick sap that can be used for biofuel.
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