Copyright 1998 By Scott Gray.
GRAPE Seeds is a supplement for GRAPE: Generic Roleplaying All Purpose Engine. Please see the main page, to learn the basic rules. This supplement, like GRAPE, is distributed free of charge. You
may give out copies, so long as the text is not modified and no fees are charged for the copies distributed.
GRAPE Expectations -- Light-hearted comedy with
the family and in-laws, with a new baby on the way.
GRAPE Britain -- Dawn of the 17th century and
the end of the Tudor dynasty, the future of England is in the hands of
GRAPE Space 9 -- Space opera on a 24th century
space station belonging to the Federated Republic of Free Planets.
GRAPE Nuts -- This game takes place inside the
minds of characters whose perceptions of reality are skewed; over the
course of the game perhaps they will get closer to the truth.
Afterlife, American Civil War, Cold War espionage, Der Ring Des
Niebelungen, Drones Club, emergency room
hijinks, fairy tale, gumshoe, Harper's
Ferry, high fantasy, low fantasy, newsboy's strike of 1899, Norman
conquest, Papers and Paychecks, Pirates and Privateers, revolutionaries,
Roman Palestina, Napoleanic France, schoolyard, Sumerian adventures, Time
Travel Corps., Watership
Curiosity -- characters are posed a puzzle. Escape -- characters are
hiding or running. Glory -- characters try to gain acclaim. Information
-- characters want to learn something. Politics -- characters must
convince someone of something. Rescue -- characters must save someone or
something from someone or something else. Vengeance -- characters must
beat someone up. Widget hunts -- characters are looking for something or
Most roleplaying adventures are designed to be interesting situations in which otherwise ordinary characters are placed.
However, good literature can come from extraordinary heroes being placed in ordinary situations, and making their own
If your players want to take particularly adventurous roles, you can expect them to make their own adventures. So long as the
players are forewarned, they could make very proactive characters who come up with ingenious plans and schemes. Sitting back
and watching the players decide their goals and plot their own ends can be just as rewarding as, and much less work than,
designing an adventure for them.
In a seedless game, a genre is chosen, the players make their characters
-- usually designing them together, to work together -- then tell the GM
what their plans and goals are, and the fun begins.
Some seedless genres include: Mage's Guild or mad scientists, where the
PCs play powerful and unscrupulous wizards or scientists, bent on world
domination or experimentation without ethics. Rebels With a Cause, where
the PCs play characters who want to fight the power. Supervillains, where
the PCs come up with the great 4-color comic plots and try to execute them
before those meddling do-gooders get in their way.