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Mafia IV story idea
Note: The particularly important details and music artist names are in bold text. Licensed music track names are in italics. The year is 1973, five years after the events of the Mafia III, and 22 years since Vito Scaletta’s seen or heard from his old friend Joe Barbaro. The canon ending of Mafia III with this Mafia IV story is Vito taking over the city after Lincoln skipped town, however Cassandra and Burke are left alive and loyal to both Vito and Lincoln still. Burke was able to survive his liver cancer by getting a black market liver transplant in Mexico, like he did in his ending, except with Vito running the city. On Vito and Lincoln’s behalf, Burke and Cassandra agree to stay behind in New Bordeaux and keep the city locked down, incase Leo Galante and the Commission try anything. The beginning cutscene is Vito answering his telephone after getting up in the morning in his new penthouse, on the top floor of the New Bordeaux casino he finished that was once Sal Marcano's, and grabbing a cup of coffee. It's Alma with some urgent news. Lincoln Clay came down to the cigar warehouse to visit her after 5 years of silence, and he has big news. Joe is alive in Empire Bay and has been this entire time. However, as punishment for his actions, he's become Leo Galante's personal driver against his will and is forbidden from contacting Vito ever again, or else him and Vito will be killed. Alma then tells Vito to meet Lincoln at the airport to learn more, as he's already there awaiting Vito's arrival. When they're away from anyone who could listen in on their conversation, Lincoln tells Vito he has a friend named John Donovan he's going to introduce him to, hiding in the outskirts of Empire Bay, ready to help Vito and Lincoln with their new mission Vito gets dressed in one of his signature trench coats with a suit and tie, ready to rain down hell on the Vinci crime family and their allies, and finally be reunited with his lifelong friend he previously thought was dead, Joe Barbaro. Here is my idea for the kill list, all related to the Commission in Empire Bay and their allies.
Leo Galante - Top target on the list, Vinci family consigliere who's in with the Commission and the man you thought put Joe in the ground for the past 22 years. Bury this wrinkly old cocksucker.
Johnny Galante - Vinci family capo and younger relative of Leo's mentioned in Cassandra's ending, possibly Leo's cousin even. John Donovan knows that the two are close, and that Johnny's a valuable asset to Leo's organization. Kill him both to hurt Leo's earn and influence, and to hit him straight in the heart by taking away his family and everyone he loves
Michele Galante Jr. - Another Vinci family capo, and Leo Galante’s youngest brother. Killing Leo’s little brother will both take away one of his most reliable allies, and leave him stricken with grief and enraged, and more prone to making mistakes.
Nunzio Galante - Leo’s seasoned older brother by 3 years, and yet another Vinci family capo. He knows enough about smuggling that he worked out an ingenious plan for smuggling military grade weapons into the city. He pays off corrupt officials at Empire Bay International Airport, to allow guns to be loaded inside the walls and floors of planes, unknown to everyone onboard save for the palms the Galantes and Frank Vinci have greased to cooperate and keep quiet. The time has come to put this crafty old bastard in the ground.
Don Frank Vinci - Frank Vinci is the boss of the Vinci crime family, the family Leo's been a consigliere of for decades, and a lifelong friend of his. Kill Frank, and Leo loses more ground than he could ever imagine, and will be forced to deal with both the loss of his boss, and the loss of his lifelong childhood friend.
Don Ennio Salieri - Longtime close friend of both Frank Vinci and Leo Galante, Don of the Salieri crime family, and a third party Frank and Leo call in to crush Vito's uprising, when it becomes too big of an issue for Vinci alone to handle. Salieri was eventually able to grease enough palms while behind bars to have his life sentence overturned, and he got released from prison on good behavior in 1953, after he served 15 years of his sentence. He’s since relocated to his main operations to Empire Bay, having already had connections and men present there while he was in prison, backed by the Commission and the Vinci crime family. He's seasoned, but he’s nothing Mr. Scaletta can't handle. Give this tired old fuck the gangland ending he's had coming.
Isaac - Isaac is the personal assistant to an influential loan shark named Bruno Levine, who handles the money of the Commission, including the Vinci crime family and the Salieri crime family. He does anything from serve his boss coffee, to count incoming and outgoing money for Bruno. Because of his duties, he's aware of Bruno's location at all times. You’ll need to get to Isaac to get information on his boss out of him, and dispose of him afterwards if you want to get to Bruno.
Bruno Levine - Bruno is a Jewish-American loan shark who kicks up all of his earn to both Frank Vinci and Ennio Salieri, and the Commission in Empire Bay. Killing him kills a lot of earn for the Commission, and they loses a valuable asset. In addition to getting rid of him being practical, to add insult to injury, he gave your father that loan. It's about time to put this asshole out of business.
Mr. Chu & Mr. Chu Jr. - This old man has been leading the Empire Bay Triads with an iron fist since before you were even born. The bastard has a son too, who eventually went on to become his underboss. The Empire Bay Triads became a close ally of the Vinci crime family, the Salieri crime family, and the Commission shortly after Vito killed Don Carlo Falcone in 1951, forming a lucrative partnership with the Commission. Mr. Chu and his eldest son are valuable assets for Leo Galante who give him extra reach. Melt their iron fists and show these two pricks just who they fucked with.
Eddie Scarpa - This cocksucker used to be Carlo Falcone's underboss for as long as you could remember. After you whacked Falcone in the fall of 1951, he decided to throw in with Vinci to save his own skin. He took over the smuggling and dock union extortion that fat fuck Derek Pappalardo used to run. You know all too well how to deal with this sorry fuckin' rat.
I'm thinking Vito and Joe work with Lincoln Clay and John Donovan to split up Empire Bay and distribute territory to three other factions not unlike what Lincoln did with New Bordeaux. This time though, this is a much larger city in a much, much different part of the United States. The empire building mechanics would be a lot smoother, more robust, and streamlined compared to Mafia III. They would work similarly a more modernized version of how the game Scarface: The WorldIs Yours handled it's empire building and management mechanics, minus the whole switching to other characters lower on the ladder to do your bidding. This would be ideal for a story rich organized crime game in my opinion. Here are my ideas for those factions, all close allies of the up and coming Scaletta crime family. The Cuban mob led by Alma Diaz. Vito goes way back with Alma, and she does not hesitate to answer him and Lincoln's calls to save Joe's life and royally fuck both Leo Galante and the Vinci family. Conti crime family, led by Enzo Conti. This Conti crime family formed sometime in late 1968, months after Lincoln helped Enzo flee New Bordeaux and drop off of Sal Marcano's radar. It turns out he fled north to Empire Bay and finally formed his own family, having more than enough years of experience in the underworld to handle the job. Lincoln's tight with him and manages to recruit him to Vito and Joe's cause. The Yakuza, based out of Empire Bay's Japantown. Longtime sworn enemies of the Empire Bay Triads, with bad blood going back decades. They would greatly enjoy seeing Mr. Chu and his son's heads mounted on pikes, along with whacking everyone who's ever supported their organization. You don't know them well, and they're known to be very unpredictable and ruthless. Use these traits to your advantage when taking on the Commission of Empire Bay and their friends. I should mention as expected, this entire 1973 section where you play as Vito is much shorter than Mafia III. Vito's takeover is shown much more quickly over time than Lincoln's, and there's time skips during it, to keep it short and sweet, and to show onscreen only what's important. There is also no option for your underbosses to betray you, as to reduce confusion and keep the story consistently the same each playthrough, like the first two Mafia games. However, unlike Mafia III, after all of these tasks are completed and every single assassination target on Vito’s kill list is dealt with, the game does not end. In fact, it's not even anywhere near close to being over yet. Vito's 1973 section was merely the beginning act. It was really a lead up to an entirely new Mafia story, centering around a newcomer to the American mob. Fast forward two years following Vito’s rampage that led to him taking over Empire Bay and the Commission, in the year 1975 him and Joe now rule Empire Bay, with Vito as the Don of the Scaletta Crime Family, and Joe working as his loyal underboss. You play the rest of the game as a young up and coming soldato named Louis in his 20’s, who’s a rising star in Vito’s organization. Do right by Mr. Scaletta and Mr. Barbaro, understand kid? My basic idea for the character and his backstory is that he's a young Italian-Canadian mobster from Toronto, Ontario, or whatever Mafia's equivalent of it could be called. Let's call him Louis DeAngelo. (No relation to Tommy Angelo) His family hails from Tuscany in Italy and moved to Toronto, Ontario in 1939, shortly after World War II broke out in Europe. Louis DeAngelo was born in July 1952 in Toronto, and was raised in Toronto's Little Italy. Louis fled south to Empire Bay when the feds started cracking down on his old family and put his boss in prison, and he ended up finding a new home with the Scaletta crime family. The first few missions playing as Louis DeAngelo involve shooting your away out of an arrest by a Toronto Police Service SWAT team in Toronto in December 1974, seeing the rest of the members of your old crime family either get arrested or shot in front of you as you make your escape. You spend the next two missions fleeing Ontario through Quebec and upstate New York, before finally arriving in Empire Bay in early 1975, late January to be exact. Winter is in full force with snow everywhere, Louis' arrival to Empire Bay for the first time in his life mirroring Vito's return to Empire Bay in 1945 30 years earlier, except under far different much more dire circumstances. Louis' older brother and his father, both capos in his old crime family in Toronto, are shown to be arrested by the TPS SWAT team in his first mission, the same one that attempted to gun him down when he resisted arrested. Louis knows someone had to have ratted out his old crime family, and he wants to find out who someday. The thing is though, he doesn't just want to kill them. He wants to get out of them why they did it before he kills them. More than anything else, he just wants to find out why his crime family was betrayed and served up to the feds on a silver platter, having most of his biological family sent to prison in the process. He’s out to uncover the mystery of why his family fell apart, and he’s more than willing to help people like Don Vito Scaletta and his underboss Joe Barbaro to eventually get the answers he seeks. I came up with the idea for this character because I figured that playing as a fugitive from the law made sense for the mob life, and I'm surprised we haven't had a fugitive protagonist in the Mafia series yet. In the 1975 chapters while playing as Louis, the Watergate scandal, President Richard Nixon’s resignation, and the official end to the Vietnam War are both discussed on the in-game radio during news segments. In the last 1979 chapter, the beginning of the Soviet-Afghan War is also the subject of a news segment on the radio. The story eventually transitions into the 1980's as years pass, with the scenery, cars, and music changing accordingly, and historical events of the time discussed in the game. By the time the game ends, it's 1992, and significant historical events from the past few years at the time that are covered on the radio in-game include anything from the fall of the Berlin Wall, the Gulf War, the collapse of the Soviet Union, to the 1992 L.A. riots. The rise of the internet and home computers are briefly touched upon during news segments on the in-game radio during the early 1990's section of the story, but not greatly delved into given their relative infancy in that time period. During this entire 1975-1992 stretch of the story, Vito is no longer playable, and Don Scaletta takes a backseat in the story as a main supporting character, similar to Don Salieri throughout Mafia: Definitive Edition. You now play as the Italian-Canadian Scaletta family soldato Louis DeAngelo, who is later promoted to being a capo in 1985. However, unlike Don Salieri, Don Scaletta has much more integrity, and has more genuine loyalty for his men and his associates. If you've beaten Mafia 1 or Mafia: Definitive Edition, you'll know this is something Salieri lacked in the end. The game will include a number of hit music from the 70’s that played on the radio back then, such as Bobby Womack’s Across 110th Street and Tony Christie’s (Is This the Way to) Amarillo, The Grateful Dead's Casey Jones and at least a few songs by the then new American rock band Cheap Trick, as well as popular songs from the 1960’s people still listened to at the time, such as Sam the Sham and the Pharaohs’ Wooly Bully, King Crimson’s 21st Century Schizoid Man,Zager and Evans' In the Year 2525, The Zombies' Time of the Season, and Nancy Sinatra’s These Boots Are Made for Walkin'. When you progress through the game, especially after you switch to playing as Louis DeAngelo for the rest of the story, years change, and the music changes. Different songs start playing on the radio, such as Sylvester's You Make Me Feel (Mighty Real),Randy Crawford's Street Life, and The Village People's Y.M.C.A., Cheryl Lynn's Got to Be Real, Gloria Gaynor's I Will Survive, and the Bee Gees' Stayin' Alive start playing in the 1979 portion of the game. After you've completed the 1975 section of the game, Foghat's Slow Ride starts playing on the radio. Starting in the 1977 section of the game, Cheap Trick's I Want You to Want Me and Heart's Barracuda start playing on the radio. In the 1980's portion of the game, Thomas Dolby's songs Hyperactive! and She Blinded Me with Science, in addition to Night Ranger's Sister Christian also start playing on the radio. If Hangar 13 can afford the licenses, I also think a few Michael Jackson and Madonna songs should definitely be on the radio during the 1980's portion of the story, given the immense popularity and regular radio airtime those two had in that decade. If this ended up being possible, I imagine that Michael Jackson's Smooth Criminal, Beat It, Bad, and Billie Jean being on the radio in the 80's sections would be a must, Smooth Criminal especially because of how well it suits the series. Madonna's Lucky Star, Burning Up, Like a Virgin, and Borderline would also be perfect for the 80's portion of the game to me. Also mentioned by NPCs and civilians in the game are topical events of the time period, such as the release of the groundbreaking 1973 horror film The Exorcist at the end of Vito's playable portion of the game. Other music of the 1980's segment when playing as Louis DeAngelo for the remainder of the game includes hits of the era such as Joe Jackson's Steppin' Out, The Buggles' Video Killed The Radio Star, Corey Hart's Sunglasses at Night,Laura Branigan's Self Control and Gloria, The Weather Girls' It's Raining Men, A-ha’s Take On Me, Men at Work's Down Under, Kim Wilde's Kids in America, The Gap Band's You Dropped a Bomb on Me, Culture Club’s Karma Chameleon, Twisted Sister's I Wanna Rock and We're Not Gonna Take It, Bon Jovi's Wanted Dead or Alive and Bad Medicine, Loverboy's Working for the Weekend, Dead or Alive's You Spin Me Round (Like a Record) and That's the Way (I Like It), Tiffany’s I Think We’re Alone Now, Daryl Hall & John Oates' Maneater, Aneka's Japanese Boy, Mötley Crüe's Dr. Feelgood, Girls, Girls, Girls and Kickstart My Heart, Billy Joel's We Didn't Start the Fire, Huey Lewis And The News' Hip To Be Square, Bill Medley's (I've Had) The Time of My Life, The Police's Every Breath You Take, Whodini's Magic's Wand, Tears For Fears' Everybody Wants To Rule The World, Rockwell's Somebody's Watching Me, Regina's Baby Love, Nena's 99 Red Balloons, Earth, Wind, and Fire's Let's Groove and September, Billy Idol's Eyes Without a Face and White Wedding, Rick James’ Give It To Me Baby, Wham!'s Everything She Wants, George Michael's Careless Whisper, Toto's Hold the Line and Africa, Blondie's Heart of Glass and Atomic, and Mai Tai's History. Note that not every single year and moment of the 17 year 1975-1992 section playing as Louis DeAngelo is playable or chronicled. My idea is it would be handled similarly to how the time skips in Mafia 1/Mafia: Definitive Edition were handled. Time skips of two or more years, or in this case, even longer such as 4 years sometimes, the game skipping from 1979 to 1983. This is to keep the game and story length ideal, and not risk it getting boring or repetitive, or going on for too long. Repetition was a big problem in Mafia III even if I still thought it was a superb game, so I think it'd be best to learn from that for the next big entry. The games story will skip ahead and show onscreen only what's significant, similar to the first Mafia game and it's remake, as well as certain aspects of Mafia II. Louis starts his section as a 22 year old fugitive soldato who got picked up by another crew south of the Canadian border, and in the epilogue of the game in 1992, is promoted to the consigliere of the Scaletta crime family at the age of 40, being set to take over the family once Vito and Joe become too old to run the day to day on a regular basis. The years chronicled in the main gameplay segments are as follows: 1973 1975 1977 1979 1983 1985 1986 1987 1989 1990 1991 1992 Much more of the rural areas and countryside outside of Empire Bay are included than what was available in Mafia II. The way rural environments are handled for this hypothetical Mafia IV is akin to how Mafia: Definitive Edition and Mafia III handled their rural environments outside the main cities, except much larger in scale, given the increased power of the current new consoles such as the PS5 and Xbox Series X. This region is based off of upstate New York and the surrounding areas across multiple states in the Northeastern US, and includes forests, fields, mountains, rivers, lakes, beaches, and small towns. Also included are other cities and towns, based off of other large cities in New York like Syracuse, Buffalo, and Rochester, where other story missions, business activities, and side missions take place, along with smaller notable places like Ithaca, Binghamton, and Utica. The entire states of New Jersey, Massachusetts, Rhode Island, Vermont, New Hampshire, Maine, Delaware, Maryland, and Ohio are also included, including places based off of all of their major cities and most of their notable towns in between. Large portions of Pennsylvania are included as well, including Philadelphia, Pittsburgh, and Scranton. Large portions of the eastern half of the Canadian province of Ontario are included as well, including cities based off of Toronto, Ottawa, and Niagara Falls. There's even a small portion of Quebec included, including Montreal and the surrounding countryside of the province outside that city, including a few small towns in southern Quebec. The player must pass a quick border patrol check when crossing the US-Canada border in a car or other ground vehicle. Wildlife is present in the game, mostly to add to the background, scenery, and immersion in rural environments on the map. These are all animals native to the Northeastern US, ranging from white tailed deer, coyotes, bobcats, Canada lynxes, rabbits, hares, groundhogs, gophers, beavers, raccoons, opossums, bats, chipmunks, red and gray squirrels, mice, and rats to more formidable and potentially dangerous animals that may sometimes attack the player, such as grey wolves, black bears, mountain lions, and moose. These last four animals are known to spawn in the mountainous regions, especially in New York, Ohio, Vermont, Massachusetts, and Ontario, including the rural regions based off of the Catskills and the Adirondack mountains. Dogs are present in the cities, towns, and settlements where humans live and keep them as pets, being walked and sometimes found in people's yards. Some are used as guard dogs by enemies and are aggressive towards the player on sight. Domestic cats are also present in the background of residential areas, and both Louis and Vito own them as pets throughout the game in their safe houses, as well as other onscreen characters we see the homes of throughout the game. Aircraft make their first usable appearance in the Mafia series too, from airplanes to helicopters. Vito cannot use planes or helicopters in his playable 1973 portion of the game, as he does not know how to pilot, being a paratrooper in World War II who never actually flew any of the planes himself. Aircraft are unlocked to use when Louis DeAngelo gets his pilot’s certificate offscreen in 1977, and at the end of a chapter set that year, Louis has to fly Vito in a helicopter to a penthouse in Downtown Empire Bay acting as a family safe house, equipped with a helipad. Louis frequently serves as a personal driver and pilot for both Vito and Joe afterwards, having done a lot in his time serving the family to earn their trust and respect. Melee weapons also make a return from Mafia: Definitive Edition, with even more variety this time. In their respective sections of the game, Vito and Louis may use anything from baseball bats, pipes, shovels, brass knuckles, golf clubs, police batons, switchblades, kitchen knives, bowie knives, ice picks, 2x4s, claw hammers, crowbars, tire irons, chain links, machetes, meat cleavers, pickaxes, hatchets, sledgehammers, to fire axes. This amount of melee weapons is so no matter what environment the player finds themselves in during a mission or any other game activity, there is usually a weapon of some sort nearby. If the player has obtained piano wire, you may also strangle an enemy to death with it from behind as a stealth kill, this being a classic assassination method infamous for being used by the Italian Mafia. Rope can also be found and used for similar strangulation stealth kills, appearing in the gameplay environments where piano wire can’t be found. There is a wide variety of new guns and explosives to use in this concept for Mafia IV, going with the new weapons of the time the game takes place that criminals quickly got their hands on. This includes the SPAS-12 combat shotgun, the Beretta 92 pistol, the AK-74 assault rifle, the mini uzi, the MAC-10 submachine gun, both suppressed and unsuppressed variants, the Beretta 92 pistol, the Taurus raging bull revolver, Glock handguns, the TEC-9 machine pistol, illegally modified to be full auto, the Ruger Mini-14 full auto variant, and even Vietnam war era flamethrowers, which I think is only natural given that as of Mafia III, we already have RPGs and grenade launchers. Late in the game from the 1989 section and onwards, the Benelli M3 combat shotgun becomes available. The Milkor MGL grenade launcher becomes available beginning in the 1983 portion of the game. Attached grenade launchers are also available for the AK-47, AK-74, and M16 assault rifles. Free ride makes a return in Mafia IV, with the player having the options to change the weather, time period, and an option to play as Louis, Vito, Joe, or Lincoln. Naturally, a multitude of new free ride missions are available as well. I previously posted a much earlier and less detailed draft of this on the old Mafia3 subreddit 3 years ago back in 2017 as an idea for a hypothetical Mafia 3 expansion where you play as Vito, but have since updated and revamped it to a possible Mafia IV plot, and fixed any plot holes I noticed and made it much more fleshed out and in depth, and focus on more than just Vito in the end. You may view my original here if you so desire, to compare. https://www.reddit.com/Mafia3/comments/6sldhp/spoiler_mafia_iii_vito_dlc_basic_plot_idea/ Feel free to give me constructive criticism on this, as I encourage this discourse and believe it is integral to growing and improving, to build upon or improve these ideas I've come up with, or say whether or not you think something like this should happen in the future. Thank you for reading!
Warning: massive amount of text ahead. I created a mostly functional race route around the world (all loactions like buildings, businesses, landmarks, etc. are REAL locations and could theoretically actually work in the race). I tried to have a good variety in locations and types of challenges, but it's really hard! I find it a lot harder to complain about challenge design after making this. Even though this could technically happen there are probably some safety concerns in going to South Africa and Lesotho and it's probably not possible for the American Amazing Race to film in Cuba, but I decided to do it anyway. If you have any questions or feedback please let me know! RACE #2 Leg 1 (USA - Japan) Leg 2 (Japan - South Korea) Leg 3 (South Korea - India) Leg 4 (India - Oman) Leg 5 (Oman) Leg 6 (Oman - South Africa) Leg 7 (South Africa - Lesotho) Leg 8 (Lesotho - Greece) Leg 9 (Greece) Leg 10 (Greece - North Macedonia) Leg 11 (North Macedonia - Cuba) Leg 12 (Cuba - USA) LEG 1 USA - Japan Start at Cloud Gate, Chicago, Illinois Run to clue at Millenium Monument Clue #1 Make your way to the Gunma region of Japan, and travel to Sarugakyu Onsen. However, to get your tickets to Japan, you must make your way on foot through the busy streets of Chicago to Navy Pier, where flights will be given out according to the order of your arrival. Flights go to Tokyo, and you must make your own travel arrangements from there. Flight 1 (5 teams): Chicago - Los Angeles - Tokyo, arrives 8:00 AM Flight 2 (4 teams): Chicago - Tokyo, arrives 9:30 AM Flight 3 (2 teams): Chicago - San Francisco - Tokyo, arrives 9:45 AM Clue #2 Both team members must go into the hot springs and search it for the partly submerged cluebox to get your next clue. Clue #3 Travel to Sarugakyo Bungy for your next clue. Clue #4 Roadblock: Who’s ready to take a jump? Bungy jump at the largest bungy jump in all of Japan at 62 meters, or over 200 feet! Once you’ve taken your leap of faith, you’ll receive your next clue. Clue #5 Travel to Uenokunirokunomiya Haruna Shrine, Takasaki, for your next clue. Clue #6 Create one string of paper cranes in Senbazuru. Senbazuru is the crafting of 1000 paper cranes for good luck. Following the demonstration, learn how to craft paper cranes. Once you have created forty of them and strung them together, deliver them to a Shinto priest at Akiba Shrine. He will give you your next clue. Clue #7 Travel by train to Akihabara, Tokyo, and go to the top of the Tokyo Skytree to receive your next clue. Clue #8 Roadblock: Who can ‘go’ kart? The teammate who did the first roadblock cannot do this one. Travel to Akihabari Street Kart 1 and dress up in one of the many ridiculous costumes the company has to offer. Then, join a fifteen minute go-karting tour around the streets of this bustling region and look for three enormous signs in race colors with three different Japanese characters on them. If you can spot and write all three characters down correctly during the rush of Tokyo, you’ll receive your next clue. If you can’t get it right, you’ll have to join the next available tour. Clue #9 Travel to Horin Park on foot to find the first pit stop! The last team to check in here may be eliminated. Pit Stop, Leg 1 trip to Canada last: eliminated LEG 2 Japan - South Korea Clue #1 Fly to Busan, South Korea! Upon arrival, make your way to Beomeo-sa for your next clue. Fast Forward, Leg 2 Go to Songdo Beach and swim out into the ocean, locating the five whale statues in the water. At each statue, pick up marked letter tiles. Once you have all seven (two statues have two tiles), you can go back to the beach and unscramble the letters that spell out the name of a traditional South Korean delicacy that the other contestants eat at their first challenge. If you get the right word, you’ll be given a clue that takes you straight to the end of the leg. Clue #2 Master the art of Korean meditation. If you can master all of the moves correctly, then your instructor will give over your next clue. Clue #3 Head to Taejongdae for your next clue. Clue #4 Roadblock: Who’s desperate to eat? Take the marked path over one mile uphill to the marked food stand, and finish one serving of Soondae, a traditional South Korean delicacy that is made of pig intestines and pork blood. Once you have finished the food, you can run down to your partner and get your next clue. Clue #5 Take the Songdo Marine Cable Car from Songnim Park to Amnam Park to receive your next clue. Clue #6 Detour: Fish Identity or Fish Delivery Fish Identity: Go to Jagalchi Fish Market and search for the marked stall. Once there, sort an enormous box of fish and organize them. Once the stall owner approves, put them up for stock in the stall to receive your next clue. Fish Delivery: Go to Jacky’s Seafood and take three orders and three addresses that need to be delivered. Once you have delivered all the fish to all the correct addresses throughout the Gamcheon Culture Village, you will receive your next clue. Clue #7 Make your way to the pit-stop at Haedong Yonggungsa. The last team to arrive may be eliminated. Pit-Stop, Leg 2 -first: trip to Belize -last: non-elimination LEG 3 South Korea - India Clue #1 Fly to Hyderabad, India, and go to the Charminar for your first clue. Clue #2 Travel to Ramoji Film City Main Entrance to receive your next clue. Speed Bump, Leg 3 Make your way to Saha’s Adventure Park and zorb down a steep hill. Once you’ve made it, you can continue racing. Clue #3 Detour: Birdy Woods or Bollywood Birdy Woods: Dressing up in clumsy bird costumes, search through Asia’s largest aviary for a cutout of the bird your partner is dressing up as. Once you’ve found the two cutouts, head to the Bonsai Garden. If you match the right bird, you’ll receive your next clue. Bollywood: Head to Ramoji Movie Magic. Dressing up in traditional Indian outfits, memorize a short dance to the tune of some Bollywood music and perform it to the live audience and judges. If you meet their standards, you’ll receive your next clue. Clue #4 Head to Nehru Zoological Park where your next clue will be waiting. Clue #5 Take an amazing elephant ride! With both teammates on the elephant’s back guide it through a short course. If you can reach the end in under two minutes, you’ll receive your next clue. Clue #6 Make your way to Bidar Fort by public transport for your next clue. Clue #7 Roadblock: Who’s itching to get etching? One team member must help in the process of the creation of bidriware. First, you must chisel one section in the piece of bidriware very precisely. Any error and you must restart. If given the clear, then you must then make their way inside Bidar Fort and collect a total of three baskets of soil for the artisans to use later in the process. Finally, you must use some of the soil you collected and coat a piece of bidriware in it. If every part of the challenge was done to the satisfaction of the artisans, you will receive your next clue. Clue #8 Make your way to the Bahmani Tombs and the pit-stop! The last team to arrive will be eliminated. Pit-Stop, Leg 3 -first: trip to Japan -last: eliminated LEG 4 India - Oman Clue #1 Fly to Muscat, Oman! Once you have arrived, make your way to Al Alam Palace, where you will find marked cars waiting outside. Your clue will be waiting on the car. Clue #2 Drive all the way to the Nizwa Souq in Nizwa, Oman, where you will find nine different tags, each releasing teams at different times the next morning, when you will be given your next clue. Tag 1: departure at 7:00 AM Tag 2: departure at 7:05 AM Tag 3: departure at 7:10 AM Tag 4: departure at 7:15 AM Tag 5: departure at 7:20 AM Tag 6: departure at 7:25 AM Tags 7-9: departure at 7:30 AM Clue #3 Detour: Selling Goats or Weighing Dates Selling Goats: Navigate through the souq to the weekly goat market. You must select a seller and help them sell their goats. First, thoroughly clean five goats so they are ready for selling. Then, parade five goats around the “walking circle,” where potential buyers will inspect which goats to buy. You must finally buy a goat yourself, haggling for a price under 100 riyals, or 260 US dollars. Once you can purchase a goat, you will receive your next clue. Keep the goat for the next challenge. Weighing Dates: Find the marked stall in the souq that is selling dates. Your goal is to weigh out 200 grams of Ajwa Dates, 175 grams of Barhi Dates, and 125 grams of Hayani Dates. To do this, you must travel across the market to a scale at a different date stall. If you can get the perfect amount of dates, you will receive your next clue. Keep the dates for the next challenge. Clue #4 Travel on foot to the Contemporary Mosque with either your goat or dates and trade them with the man waiting out front for your next clue. Clue #5 Make your way back to the souq, and head to Omani Craftsman's House where you will find your next clue. Clue #6 Roadblock: Who can work and weave? The teammate participating in this roadblock must help create a small basketwork bowl. After watching the example, you must use the provided materials to finish off the bowl. If it meets the requirement of the shop owner, you will receive your next clue. Clue #7 Make your way to the pit-stop for this leg of the race, Nizwa Fort! The last team to arrive may be eliminated. Pit-Stop, Leg 4 -first: continue racing -last: continue racing LEG 5 Oman Clue #1 Drive yourself to Bimmah Sinkhole in Muscat, Oman! You will receive your next clue after having a cup of delicious locally-made coffee. Caution! Double U-Turn ahead! Clue #2 Detour: Script Write or Shipwright Script Write: Drive to Bait al Zubair and go into the Manuscript Room. Using a provided paper and translation guide, figure out what the marked manuscript says in English. If anything is wrong when submitting it, though, you must start completely over. Shipwright: Drive to Oman Maritime Boatyard and find the marked boat. Oman Maritime has been reviving the craft of making the traditional wooden boats of Oman’s past, and you must help with the process. First, you must hand-sand a small section of the marked vessel. Then, you and your partner must work together to stitch coconut palm fiber through twenty holes, or eighty total stitches. Once you’re done, you’ll receive your next clue. Clue #3 Make your way to Mutrah Souk for your next clue and the U-Turn board! Clue #4 Search through the enormous market for one of three marked stalls. One you’ve found a stall, search through their wares for a trinket with a red/yellow flag on the bottom. Give the correct trinket to the shop owner, and they will hand you your next clue. Clue #5 Drive yourself to Qurum Beach, where you will receive your next clue. Clue #6 Roadblock: Who will pass the shells? For this challenge, one team member must watch the demonstration of two fishermen playing a traditional Omani game, Al Hawalees. You must first create a “board” in the sand and collect the required amount of shells to play. You must then challenge a local fisherman. If you can win while following all of the rules correctly, you will receive your next clue. Clue #7 Make your way to the pit-stop at Wadi Bani Khalid. The last team to check in will be eliminated. Pit-Stop, Leg 5 -first: trip to Tanzania -last: eliminated LEG 6 Oman - South Africa Clue #1 Fly out of Oman to Durban, South Africa, on one of two flights. Flight 1 (2 teams): Muscat - Durban, arrives 7:30 AM Flight 2 (6 teams): Muscat - Dar es Salaam - Durban, arrives 8:00 AM Upon touching down, make your way to Moses Mabhida Stadium, where you will find your next clue. Clue #2 Roadblock: Who will swing for the skies? One team member must strap in and complete the Big Rush Big Swing, the largest swing in the world! Dive 263 feet down. Once you have finished the swing, you will receive a section and seat number. You will search the stands for your next clue. Clue #3 Make your way to Umhlanga Lighthouse for your next clue. Clue #4 Shake it up! In this challenge, you must create Lighthouse Bar’s famous “Umhlanga Schling.” Use the provided recipe to create fifteen drinks to perfection, and you will receive your next clue. Clue #5 Head to Addington Beach and dig underneath one of the large sandcastles for your next clue. Clue #6 Detour: Tree or Sea Tree: For this detour, go to Durban Botanical Gardens. Use a provided golf cart to make your way to the famous Wood’s Cycad, a tree dating back to the age of dinosaurs. It has been cared for here since 1848. Once there, use one of the provided pieces to put together a large 3d puzzle of the tree. Once it has been approved, you will be handed your clue, and you can drive back to the front of the gardens and continue racing. Sea: Go to uShaka Marine World and help out with some chores! First, help the kitchen staff and prepare 5 pounds of specially made vegetables for some of the aquarium’s fish. Second, travel around the park and take water samples from each of the specified exhibits. Finally, record blood test results taken during routine health check-ups. If you’ve completed all of the steps correctly, you will receive your next clue. Clue #7 Head to the pit-stop at Suncoast Casino and Entertainment World! The last team to check in may be eliminated. Pit-Stop, Leg 6 -first: 5k each -last: eliminated LEG 7 South Africa - Lesotho Clue #1 Drive yourself through Qacha’s Nek and into Lesotho! Once in Lesotho, drive yourself to Maletsunyane Falls where you’ll find your next clue. Fast Forward, Leg 7 By completing this fast forward, you will skip an overnight rest point and will be able to head directly to the pit-stop. Head to Sehlabathebe National Park. Once there, using the provided map and compass, ride by horseback to the nomadic tribal people’s current village. At the village, help cook pap-pap, a type of porridge common in Lesotho. The first team to complete the challenge will be able to head directly to the pit-stop. Clue #2 Drive yourself to Seshoeshoe Decor and Fashion Designers in Maseru for your next clue. Clue #3 Who can cut up a pattern? One teammate will choose one of the complicated tribal Lesotho designs, and must find five pieces of fabric that match it perfectly. But be careful, the designs have miniscule differences between them. Once you’ve found all of your fabric, cut them at the directed places to receive your next clue. Clue #4 Make your way to the Subeng River Dinosaur Footprints, where you will find seven tags, each releasing you at a time in the morning when you will receive your next clue. Tags 1-2: departure at 7:00 AM Tag 3: departure at 7:20 AM Tag 4: departure at 7:40 AM Tags 5-7: departure at 8:00 AM Clue #5 Detour: Cave or Maze Cave: For this challenge, go to Liphofung Cave. You must memorize all of the rock paintings in a specified section (15 paintings), and then run approximately a quarter-mile away and select the correct paper cutouts and put them in the right order as they were shown in the cave. When you have everything selected and ordered correctly, you’ll receive your next clue. Maze: Make your way to the second largest dam in Africa, Katse Dam. Enter the first marked gallery and record the air temperature and the humidity. Use those observations to crack a complicated code, and enter the parallel gallery it directs you into. Be careful, it might be hard to find! If you enter the correct gallery, you will find a boat key, which you must give to the boatmaster. He will then give you a small ride around the reservoir and you’ll receive your next clue. Clue #6 Drive yourself to Sani Stone Lodge for your next clue. Clue #7 Help a local Basotho Shephard and their dogs move their sheep to a new grazing location. Don’t let the sheep get away! Once they’ve all been successfully moved, you’ll receive your next clue. Clue #8 Make your way on foot to the pit-stop at Sani Top Chalet! The last team to check in may be eliminated! Pit-Stop, Leg 7 -first: trip to Egypt -last: non-elimination LEG 8 Lesotho - Greece Clue #1 Via Maseru International Airport, make your way to Athens, Greece, known to be the home of the first democracy! From there, make your way to the Theatre of Dionysus on The Acropolis, where you will take part in a U-Turn vote. The two teams with the most votes will be sentenced to an automatic U-Turn when they arrive at the detour. After the vote, teams will be given their next clue. Clue #2 Fly to Chania, Greece on the island of Crete! Upon touching down, use the provided cars to make your way to the Agora and search for the marked stall. Speed Bump, Leg 8 Together, team members must eat through a total of twelve Greek figs. Once all of the fruits have been stomached, that team can continue racing. Clue #3 Detour: Traverse or Immerse Traverse: Make your way to the Maritime Museum of Crete, and find the small yacht model outside the museum. Your goal is to remember as much as you can without writing it down, then make a half mile walk through the streets of Crete to the yacht harbor, where you must find a marked yacht and rearrange the items until it is just like it was in the model. Once the actual yacht matches the model, you’ll receive your next clue. Immerse: Travel to Minoan’s World 3D Museum, and get treated to a five minute long “9D movie” on Cretan History which engages all of your senses. If you can answer all five questions correctly, you’ll receive your next clue. However, only two teams can participate in the show at once. Clue #4 Drive to the Palace of Knossos for your next clue. Clue #5 Use the provided map to navigate through the ruins, collecting puzzle pieces at each of the marked rooms. Once you have all ten bundles of pieces, head outside and recreate the large painting using the pieces you collected. Once it has been finished, you’ll receive your next clue. Clue #6 Drive to Cretan Olive Oil Farm for your next clue. Clue #7 Roadblock: Who is feeling oily? In this challenge, one teammate will help in the process of creating olive oil. First, set up special tree-shaking equipment and a net, used to efficiently get olives out of the tree without bruising them. You will then sort the olives between bruised and fair. Finally, crush both bruised and fair olives with a traditional granite olive press. Once they have been successfully grinded into a paste, you’ll receive your next clue. Clue #8 Find the pit-stop along the coast of the small village of Loutro back on the west side of Crete. You will soon discover, however, that the village is completely blocked off from the mainland by mountains, so you will have to find alternate transportation. Hurry, because the last team to arrive will be eliminated. Pit-Stop, Leg 8 -first: trip to Austria -last: eliminated LEG 9 Greece Clue #1 Fly back to the mainland in Thessaloniki! When you’ve arrived, search Aristotelous Square for your next clue. Clue #2 Detour: Serve or Observe Serve: For this detour head on foot to Bougatsa Giannis, a renowned restaurant in the Ladadika area. You must take the orders of twelve total people and retrieve the correct dishes for them from the kitchen. Each person also has a dessert, which must be retrieved from nearby pastry shop Trigona Elinidi. You may take notes, but if you mess up someone’s order, you must start it over again. Observe: Go by taxi to the Thessaloniki Science Centre Technology Museum and make your way to the main planetarium. The night sky will be projected above, and will be moving around you at one hour of regular movement per second. Using the provided key, identify five Greek constellations first identified by Claudius Ptolemy- Orion, Ursa Major, Cassiopeia, Centaurus, and Perseus. Be careful, it might be dizzying! Once you’ve found all of the constellations, you’ll be rewarded with your next clue. Clue #3 Find the Arch of Galerius for your next clue. Clue #4 Use one of the marked cars to drive yourself for the rest of the leg. Go to the Thessaloniki Concert Hall for your next clue. Clue #5 Roadblock: Who can blow a note and hold a tune? Macedonian brass bands are extremely popular in the Macedonia region of Greece, so for this roadblock, learn how to play the trumpet, a popular instrument played in these bands. If you can play a few notes of the folk song with the band, you’ll get your next clue. Clue #6 Drive to Dalamara Winery. Once there, follow the guide to the directed area, where you must load two empty kegs onto a horse drawn cart. Direct the horse approximately half a mile through the vineyard and return back to the kegs. You will continue to load and deliver a total of eight kegs to receive your next clue. Clue #7 Drive to Ski Center Voras and take the lift to the top where Kajmakcalan, a chapel right on the border between Greece and North Macedonia is situated. The last team to arrive at this pit-stop may be eliminated. Pit-Stop, Leg 9 -first: trip to Colombia -last: eliminated LEG 10 Greece - North Macedonia Clue #1 Drive yourself across the border into North Macedonia to Popova Kula Winery! Once there, pull a tag that departs you at a certain time the next morning. Tag 1: departure at 8:00 AM Tag 2: departure at 8:10 AM Tag 3: departure at 8:20 AM Tags 4-5: departure at 8:30 AM Clue #2 Roadblock: Who is a master chef? The teammate doing this roadblock will use the provided recipe to cook the national dish of North Macedonia, Tavche Gravche, a special type of baked beans. If it is cooked to perfection, you’ll receive your next clue. Clue #3 Drive yourself to the Millenium Cross in Skopje for your next clue. Clue #4 Detour: Art Block or Charity Walk Art Block: Drive to the Art Bridge, which is home to 29 statues of important Macedonian artists and musicians. Wandering on and around the bridge are 29 people dressed up as those artists and musicians. You must match nine total people to their statues. A maximum of three teams can complete this challenge. Charity Walk: Drive to the Mother Teresa Memorial House and load a trolley cart with a marked group of items that will almost completely fill the trolley. On foot, travel to the SOS Children’s Village National Office where you are to deliver the items. If you do not choose this option, your items will still be donated after the leg. Clue #5 Drive to the city of Struga, where the North Macedonian national anthem was created. Make your way to the Saint Archangel Michael Cave Church for your next clue. Clue #6 Teammates must work together to memorize four total stanzas of the Macedonian national anthem- in Macedonian. If you can perform it with the orchestra without forgetting the lyrics, you’ll receive your clue to the next pit-stop. Clue #7 Drive to the Monastery of St. Naum and the pit-stop! The last team to check in may be eliminated. Pit-Stop, Leg 10 -first: trip to Indonesia -last: eliminated LEG 11 North Macedonia - Cuba Clue #1 Make your way back to Skopje, then fly to Havana, Cuba, on two predetermined flights. Once there, go by taxi to Taller Calle 8, a car repair shop, where you will receive your next clue. Flight 1 (2 teams): Skopje - Paris - Havana, arrives 6:30 AM Flight 2 (2 teams): Skopje - London - Miami - Havana, arrives 7:10 AM Clue #2 Roadblock: Who can fix it up? The teammate doing this roadblock must follow the example to repair one of the classic Cuban cars. If it makes it past inspection, you’ll receive your next clue. Clue #3 For the remainder of the leg, you’ll have to drive the car you just fixed. Head to Fusterlandia, where you’ll find your next clue. Clue #4 Find where the attached image is in person throughout the folk neighborhood of Fusterlandia. If you can find where the image actually is and show the judge, you’ll receive your next clue. Clue #5 Sell the Box or Find the Band Sell the Box: Drive to Santa Maria del Mar Beach and sell the provided boxes of boxed rum, the “juice box for bug kids.” While never selling any box for under 25 Cuban Pesos, make 375 Cuban Pesos (around fifteen US dollars). Once you’ve made your sales, you’ll receive your next clue. Find the Band: For this detour, drive to the Cuban Art Factory and observe the large, marked piece of sheet music in the first room. Going from room to room in the factory, try to find the band who is playing the music that was in the first room. You must make your guesses ten minutes apart, so be confident in your answers! Once you have chosen the right band, you’ll be rewarded with your next clue. Clue #6 Drive to Vinales Valley Tobacco Field and search the marked area for your next clue. Clue #7 Perfectly roll ten Cuban cigars, five per contestant. Watch the example closely, as any small mistake in rolling the tobacco leaf will cause the cigar to fail. Once all of the cigars have been perfectly rolled, you’ll receive your next clue. Clue #8 Take a long drive to the eastern side of Cuba and the pit-stop at Ignacio Agramonte Park in Camaguey! The last team to check into the pit-stop will be eliminated. Pit-Stop, Leg 11 -first: trip to Botswana -last: eliminated LEG 12 Cuba - USA Clue #1 For the first part of this leg, you’ll be staying in Cuba! Drive yourself using the car you used in the last leg down Neptuno street in Havana, where you will find a guarapo stall with a flag. Clue #2 Using the hand-press to crush sugarcane, make forty glasses of guarapo. Once all of the glasses have been successfully made, you’ll be handed your next clue. Clue #3 Drive to the Tropicana Night Club for your next clue. Clue #4 Roadblock: Who can make it and shake it? For this challenge, one team member must follow the instructions of the costume designer to create a costume for one of the showgirls. If the costume is made correctly and given a pass, teams will be given their next clue. Clue #5 Teams must drive to Aeropuerto de La Habana Ciudad Libertad, where you will embark on a charter flight to Key West, Florida, back in the United States. Once in Key West, teams must go to the southernmost point in the continental United States for their next clue. Clue #6 Make your way to the Ernest Hemingway Home and Museum, where you’ll find your next clue. Clue #7 Roadblock: Who is a reader, a writer, and a decipherer? Ernest Hemingway, known for books like The Old Man and the Sea, had a notoriously bad handwriting, with little regards to punctuation or accuracy. One team member must copy one of Hemingway’s notes perfectly, letter for letter, on the provided typewriter. If it was typed perfectly, you will be handed a decoder key which you can use to find the hidden message, which will reveal the location of your final challenge. Answer: Smathers Beach Clue #8 Now that you’ve made it to Smathers Beach, you’ll partake in a final challenge. Out in between the marked buoys are bundles of letter tiles. You must dive down to retrieve them and bring them back up to shore. Figure out what you’re supposed to spell out with them, and once you think you have the answer, hang the tiles in order on your clothesline. If you have the correct answer, you’ll be given the final clue. Answer: United States, Japan, South Korea, India, Oman, South Africa, Lesotho, Greece, North Macedonia, Cuba, United States (teams must figure out that they have to spell out all of the countries they visited in order on the race) Clue #9 Congratulations! Make your way to the final pit-stop at Fort Zachary Cruise Pier! Go, go, go, the first team to reach the pit-stop will win 1 MILLION dollars! Pit-Stop, Leg 12 10 countries 4 continents over 27,000 miles first: 1 million dollars
48 points: jesseaknight's comment in In the show St. Elsewhere, a character in the finale is shown to have thought of the whole series, which means he also made up all the shows that had crossovers with St. Elsewhere. This expands into the shows that were mentioned in the shows. There is at this point 419 shows in this universe
44 points: Derosa6037's comment in the longest single set at the laugh factory lasted 7h and 34m (by Dane Cook in 2008).
43 points: astronoob's comment in Margaret Hamilton, NASA's lead software engineer for the Apollo Program, stands next to the code she wrote by hand that took Humanity to the moon in 1969.
42 points: rus_reddit's comment in Rand Paul was the national debt for halloween in 2015. He said it was a very scary costume.
40 points: thejesiah's comment in Close Encounters of the Third Kind Geocache in Northern Italy
49 points: jesseaknight's comment in In the show St. Elsewhere, a character in the finale is shown to have thought of the whole series, which means he also made up all the shows that had crossovers with St. Elsewhere. This expands into the shows that were mentioned in the shows. There is at this point 419 shows in this universe
45 points: Derosa6037's comment in the longest single set at the laugh factory lasted 7h and 34m (by Dane Cook in 2008).
42 points: astronoob's comment in Margaret Hamilton, NASA's lead software engineer for the Apollo Program, stands next to the code she wrote by hand that took Humanity to the moon in 1969.
42 points: thejesiah's comment in Close Encounters of the Third Kind Geocache in Northern Italy
41 points: rus_reddit's comment in Rand Paul was the national debt for halloween in 2015. He said it was a very scary costume.
38 points: srone's comment in The New BMW X6 Has Light-Absorbing 'Vantablack' Paint
37 points: SlideNERD's comment in The head of a tapeworm under an electron microscope
37 points: wtfisthisnoise's comment in Is U.S. income tax invalid because Ohio wasn’t legally a state when the 16th amendment was ratified?
36 points: _Foy's comment in Ways the Great Lakes try to Murder Ships - illustrated
36 points: bigtcm's comment in My immigrant Chinese parents make tamales every year.
A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).
Hi! I have compiled a big list of challenges your players can encounter during the adventure.
These challenges can be used as sub-goals the players will need to achieve on the path to their main goal, as obstacles they need to overcome to get what they want.
Most of them can also be used as the primary goal, an idea for the whole adventure (just make the stakes higher, make it important/interesting/exciting to accomplish, make it more difficult, add sub-goals and obstacles players need to get through to achieve it).
Challenges can be mixed and matched. In one adventure, challenge A can be the big primary goal, and challenge B can be a step towards accomplishing this big goal. In another adventure, it can be the other way around. In one adventure, the players need to obtain an item (a powerful weapon) to slay a monster, in another, they need to slay a monster to get their hands on the valuable item. In one adventure they need to rescue someone who has a clue to the mystery, in another they need to solve a mystery to be able to rescue someone.
Use multiple challenges together to add more depth, make the adventure more difficult/interesting, get players to fight on several fronts. Combine challenges to make them complications for each other, or use conflicting challenges that are incompatible with each other to create difficult choices. Players need to protect a person while also being on the run from the law, they need to spy on someone while traveling through the dangerous environment, they need to fight for political power while pretending to be someone they're not, they need to slay a big monster in the middle of the city while protecting people and avoiding collateral damage.
If you find this list useful - please help me to improve and extend it!
Share more challenge ideas, how can these challenge lists can be extended?
What other big challenge categories could I add? Please share a few challenge examples in those categories.
Share interesting examples for each kind of challenge.
Share interesting complications and combinations of challenges.
Share feedback/advice/ideas on improving this project.
Share good resources (books, random tables, articles) I can use to extend this list.
Defeat a villain and his minions.
Defeat a monstecreature/horde.
Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
Deliver a person (make sure they don't escape).
Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
Find and save the missing person (lost kid, caravan, courier, spy.
Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
Prepare for the mission. Get equipment/supplies/transportation/funding.
Deal with the consequences of a botched/evil magic ritual.
Distract the enemies. Act as bait for the ambush/trap.
Train a novice, keep a noble person safe while they go on adventure.
Build or repair an object (by collecting McGuffin ingredients).
Perform a Ritual.
Law Enforcement - act as a police for a town.
Intercept a delivery, escort, communications.
Prepare and execute an ambush.
Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).
Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
Travel through multiple locations to reach the target.
Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
Find a lost location/person/item/treasure/clues.
Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
Track something/someone, find a trail.
Deal with a natural disaster (storm, earthquake, flood, meteor).
Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
Escape guarded location (break out of prison).
Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).
Convince/Persuade a person to do/say/give you what you want.
Intimidate/Manipulate/Blackmail/Force someone to do what you want.
Befriend/Seduce someone, make allies.
Gain confidence or forgiveness of a person who doesn't like you.
Find a non-combat resolution.
Get caught lying/cheating/sneaking, and rectify the situation.
Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
Gain control over the territory (invade a country or repel the invasion).
Put down or incite rebellion/mutiny/conspiracy.
Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
Resolve conflict, broker peace, unite rivaling factions, settle dispute.
Establish political/trade relationships .
Navigate a strange culture/customs (without offending anyone).
Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
Deceive a person.
Set someone up, shift the blame to someone else.
Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
Find the spy/traitomole.
Deal with being blackmailed, spied on, threatened, manipulated.
Deal with a nasty rumor or important information/secrets about yourself being out there.
Defend someone (or yourself) in the court.
Prosecute/judge someone in the court.
Put on a show, entertain.
Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
Recruit people to your cause.
Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
Get enemy soldiers/minions to defect and switch sides.
Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
Perform a con.
Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
Search for clues and put them together to reach a conclusion.
Find and interview witnesses, interrogate suspects.
Figure out what's going on, unravel a plot.
Figure out what happened in this location.
Find evidence (proof of innocence or guilt, expose a corrupt official).
Find out if the person is lying or keeping secrets, and what they are.
Figure out someone's plot/motives.
Figure out who's behind the plot.
Do research (find and read ancient texts, talk to old wise people).
Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
Hide, cover your tracks, lay low.
Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
Deal with getting noticed / drawing an unwanted attention.
Clean up evidence (yours, someone else's).
Exchange a real item for a fake or vice versa.
Return a (creature, item) before anyone notices it's missing.
Sabotage (device, ritual) without being noticed.
Smuggle (creature, person, item) into or out of a location.
Security Testing - breach the clients security unnoticed.
Frame a person/group/nation for a crime.
Fake someone's death.
Personally confront the players.
Send minions after the players.
Hire a rival team of adventurers or thugs to go after players..
Send an assassin.
Send a spy.
Set a bounty on their heads.
Set a trap.
Setup an ambush.
Threaten an NPC players like.
Frame players for a crime, declare them traitors/outlaws.
Reveal player's secrets, crimes they have committed.
Bribe the authorities/police to act against players.
Convince authorities/police that players are evil.
Make the public dislike the heroes.
Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
Set a time-bomb. Something horrible will happen unless players do what they're told.
Possess/blackmail/threaten an innocent person into doing their bidding.
Pretend to be someone else to deceive the players.
Befriend players to use them and betray them later.
Kidnap one of the players.
Join forces with another enemy of the players.
Plant false clues, create decoy trails.
Frame someone else for their crimes.
Kill hero's mentoally.
Cause mistrust, disorder, confusion, infighting among players or general population.
Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
Take away resources from the players (steal their items).
Give people the wrong idea about his powers/weaknesses.
Push player's buttons, play on heroes' flaws, temptations, fears.
Develop a good public image, make friends in the government, be beloved by the public.
Seduce player's allies to the dark side, convince/threaten them into betraying players.
Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
Do it while competing with the rival team.
Unrelated people are interfering with the objective.
Do it stealthily (don't attract attention, don't leave clues, no witnesses).
Do it while pretending to be someone else.
Do it without revealing that your client is involved.
Prevent collateral damage, protect the innocents who are around.
Avoid violence. Defeat/capture the villain/creature without it being harmed.
Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
Opportunities that come with a difficulty, cost or have negative consequences.
Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
Do it with incomplete information.
Do it with limited resources or without preparation.
Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
Locals here are unhelpful/hostile to you. You have low social status.
You can't trust anyone.
Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
There are regulations/restrictions on what you can do hindering your progress.
Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
Do it despite your flaws/temptations/fears.
It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
Do it while working together with antagonist or someone else you don't like.
The side you're working for turns out to be evil.
The villain is someone you know/like/respect.
The villain is a respected public figure, celebrity, is liked by people or has authority over you.
Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
The people you're helping don't want your help.
Vital information turns out to be wrong.
Deal with the betrayal.
Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
Objective is stolen before the PCs arrive.
Objective must be undamaged.
The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project! Edit: I've had a few pretty huge epiphanies while writing this post:
Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
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