Great ideas, Sarkus. I’m hoping to keep it open enough to allow for many playstyles, so we’ll just play it by ear tonight. The great thing about the Savage Worlds system is that every character is created with Edges and Hindrances, which are basically personality quirks. Hindrances come in the Major variety (blindness, madness, lame, etc) and Minor variety (fear of dogs, ugly, compelled to swear often, etc.), and choosing among them lets you earn points that you then use to buy your Edges, which are specialties like Dual Wield, Leadership, Diplomacy, Magic Use, etc. So from the beginning players are forced to think of their characters as people with personalities, histories, and quirks, not just a collection of stats. The last time I played it with a new group, wonderful character-based things happened from the first moment. I wrote it up here.
Here’s my ideas for this Orphanage plot thread:
So the Director of the orphanage (called the Cradle, of course) got in over his head. He got greedy, and when he asked for too much Ghostrock, he was cut off. So he began making inquiries into other sources of it, forcing the arsonist’s hand. It was either sneak into the Cradle and steal back the Ghostrock or watch as the Director unleashed a Terror, or worse, in his unsuspecting greed. But the arsonist fucked up, and burned up half the orphanage, causing the deaths of 20 children.
Now it’s several days since the fire, the Director is after the arsonist, trying to track him down through his web of criminal connections, when the PCs show up. They’re here to solve the mystery of the increased levels of hauntings at the orphanage. Now the Director wants the arsonist dead, so he sics the PCs on him, telling them the arsonist is raving mad, paranoid, evil, and hates the Director. The Director tells the PCs that the arsonist has to be killed on sight.
Now a number of things can happen. If the PCs believe the Director, they can try to track the arsonist down. If they find him, they can kill him, or he can try to escape. They can chase him back to the Orphanage, where he could be torn apart by the ghosts of the children he killed. Or he could convince the PCs to help him sneak in and destroy the Ghostrock of the Director, sparing the remaining children. If the PCs DON’T believe the Director, they could spy on him and find the Ghostrock, or force him to divulge his secrets and tell about the Ghostrock and his connections to the underworld, which could then lead them to the arsonist, or deeper into the plot about the group who employs the arsonist, the smugglers who deal in Ghostrock.
Or they could go straight to the smugglers warehouse and sneak aboard the airship to foil the smuggling plot. Or, in order to figure out who the smugglers are they could figure out who is BUYING the Ghostrock from the smugglers, persuade him to let them aboard his airship to determine who the smugglers even ARE, and try to sneak aboard THEIR airship to follow the Ghostrock back to its source, or just try to take out the leaders of the smuggling ring right then and there.