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Spacegamer.com - Standard Barony Mission:
This uses the Tarot Card to Generate a "Standard" Mission on the Fly as described in Designing Fantasy Missions as part of the Barony Set. (Standard means it is not focused exclusively on an Underworld.) No attempt is made here to define each of the finer points.
To begin, determine who the mission is offered to and call them the Party Leader (to accept / reject Mission).
Note: This mission is temporary. Copy it out now if you want it. (It pastes nicely into Word.)
Mission Title:
Party Leader:
Patron: - 6 Rods: Officer from Victorious Army; a commander, though not necessarily the supreme commander, of an organized groups of soldiers, mercenaries or militia. Again, his Mission may not relate to his position, but the fact his army is victorious will add additional Rivals in the form of those he defeated. Inverted, Officer from Defeated Army; like before, except the person commands (if they even still exist as an organized unit) soldiers that went into battle, were defeated, and fled the field. Add Other Opponents in the form of soldiers, scouts and spies from the forces that defeated the Patron or even his own former soldiers ("where is that coward").
Mission: - (Inverted) Knave Coins: Organize improvements to a household or hire a new staff. Inverted, screen and select the new leaders of an area; players are assumed impartial in this task, but their decision will have implications that will follow them. They may need to defend their choice from the others. - Emperor: Mission is a diversion for an even grander plot. Inverted, this plot will fail no matter the players' outcome; the Patron will blame the players for his loss.
Obstacle: - Ace Swords: World's finest (non-player) swordsman is involved as an agent of the opposition (usually a person who must be combated with magic). Inverted, Rival has a servant or enslaved demon that is immune to the adverse effects of magic (usually means creature must be combated with special weapon or basic force of blows). - Devil: By completing the mission, one Friend of each player (at random) becomes an Enemy. Inverted, by some fluke, a player is secretly opposed to the mission; during travel encounters before the Climax, Referee will take a player (at random) as an NPC and play him for the remainder of the mission as part of the opposition (many a covert act, up to this point, can be attributed in retrospect on this player). Whether character ever returns to group depends on the mission outcome and how forgivable his acts (Referee and players together decide).
Motivation: - (Inverted) 5 Rods: Family matters bring about the mission. Inverted, Patron's family is motive, yet his mind and heart are not behind the task. - (Inverted) Death: Patron is afraid of death; if faced with combat peril, he will flee or feign wounds. Inverted, Patron can not face any person's death; he will keep aloof and avoid any action (better not participating at all).
Finances: - (Inverted) Ace Cups: Owns a vessel, but otherwise with limited finances. Inverted, though Patron owns a ship, the craft is damaged, and he hasn't enough for repairs -- seeks players as partners. Either case, mission should be modified to involve travel on the water.
Rival: - (Inverted) Knight Coins: Exchequer of Mint (person in charge treasury and the minting all coins in a land). Inverted, Monarch's Chief Tax Collector.
Phases
On the way to the Mission Climax, the Party will travel through three game Phases which may be short or long (depending on the Tarot cards drawn). These represent the obstacles and challenges along the way to the Ultimate Climax of the Mission.
(A) Initial Successes:
(B) Challenges on the Journey:
(C) Final Travel to the Climax:
Climax Flow:
Referee creates the flow of the climax OR refer to Designing Fantasy Missions!!!
Come on Back and maybe we'll have a generator in for you. Otherwise, use the Temple and Castles from our Legacy tools. (Hey, or buy the books!!!!!)
Epilogue:
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