If one were to do a crime of the week thing, with a map and perhaps with
a villain or gadget, how would that be different from an adventure? I
mean, if you wanted to help the weary or suddenly on-the-spot GM.
What I would find useful is a map, a list of powers that make the crime a
non-starter, and a textual description of the villain. The GM provides
why the villain is doing it and tailors the crime and equipment a bit to
suit the heroes, if necessary.
The map and the villain might even be references, because there is a
certain amount of overlap, but this is one of the cases where
specificity is your friend. Otherwise, you do six or even thirty-six of
them, run through the major plot situations, and are done...without it
having much utility. There's a limit to how generic we want things if
we're in a hurry.
No, I'm thinking of stuff like a map of a restaurant and the wine cellar
in the basement has an extremely rare bottle of wine that the thieves
have been hired to steal. In a superhero universe, how do they do it,
and how do the heroes find out? (We assume that the thieves are
competent.)
Or the villains need something, so they've kidnapped the dependent of
one of the heroes (or of an NPC hero, if everyone has created brooding
orphan loners who work together), and the crime is to stop the hero and
find the dependent. (Variation: The dependent isn't kidnapped at all,
but has been sent by the thieves on a free vacation to a spot without
wireless. That requires a very particular personality type on the part
of the dependent.)
It's more a criminal situation than an adventure
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