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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: - (Inverted) Knave Rods: Foppish Warrior; a warrior who has many effeminate characteristics. This Patron can still be an excellent fighter (most are), but his mannerisms are such that he enjoys personal adornment -- perfume, jewelry, colorful garments. A fop is not always a dandy; remember, magic has a way of perverting the most rugged of fellows. Inverted, Dandy Disguised as Female; a man who dresses as a female can only be two things -- perverse or plotting intrigue. Assuming the Patron is not a homosexual, the fact he deceives the players should influence future picks with additional deceit. The disguise can be very good (players honestly think they discuss employment with a woman), or else, the Patron will look and act like a man who wishes he was female ("okay, I'll say it; the guy's a tad queer, but that don't make his Mission any less valid -- come on guys role-play or give this dandy the boot"). - Temperance: Patron is patient and humble. Another person that the players will find easy to respect and follow. Inverted, Patron is quick tempered and emotional, often goes berserk in battle.
Mission: - (Inverted) 8 Coins: Organize a party or celebration. Inverted, organize a party at which a kidnap, murder or other intrigue will take place (players may or may not be aware of this intrigue). - (Inverted) Justice: Mission must have at least one court case before it can be completed. Inverted, the verdict must be illegally influenced in order for the players to succeed. - (Inverted) Magician: At least one player must pretend to be something he is not, in order for the Mission to succeed. Inverted, this misconception must be played on the Patron as well. - Chariot: Success on the Mission will leave the players famous. Inverted, success will leave them infamous as fugitives or outcasts, possibly with large reward for apprehension.
Obstacle: - 2 Rods: For various reasons, mission has never been attempted. Inverted, mission is impossible for players at their present levels or abilities; any attempt will fail in the Climax.
Motivation: - (Inverted) 6 Rods: Heard of players' past adventures and reputations. Inverted, heard of players' past adventures and reputation in a negative way; thinks players are too stupid to betray the plan or easy to silence later if needed.
Finances: - (Inverted) 5 Swords: Working under set fund that will not be exceeded. Inverted, Patron has a set amount from which his profit is also taken; he doesn't want all of this fund spent.
Rival: - Ace Swords: Cut-Purse. Inverted, Pickpocket. - (Inverted) Hermit: Person is a relative of the Patron. Inverted, illegitimate, disowned or black-sheep.
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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