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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) 7 Rods: Constable or Sheriff; a person whose tasked with maintaining order and enforcing the laws of the land, usually inside a city or town. Many of these men work directly for the warden; but, they enjoy increased autonomy when times are dangerous, and the warden is busy along the borders. Mission almost always involves the Patron's duties, but not always apprehending criminals. Many of these men are so corrupt or drunk with their own power, that they frequently violate all manner of laws to enforce simple ordinances. Inverted, Vigilantes or Woman Wronged; a person who takes the law into his own hands in an effort to secure justice ("however warped that may be"). Mission relates to the vigilante's plans, though perhaps not directly in revenge. - Force: Patron is physically superior to the norm, often a champion of fame for his strength, stamina and wrestling skills; he may instead be huge warrior or a giant. Inverted, Patron is weak, frail or possibly large, yet having a weakness (like a glass-jaw, one solid punch will bring him down) or cowardly.
Mission: - (Inverted) Knight Cups: Organize a bandit gang. Inverted, train and outfit a rebellion. - Temperance: Rival of Mission is a long forgotten Enemy of one player; this Rival is still eager to even the score (the player won't remember the transgression and further anger the Rival). Inverted, at least one player will become married on the Mission; Referee should integrate this as subtly as possible.
Obstacle: - 4 Cups: Throughout mission, one player will be mistaken for someone else, a person the players don't know. Inverted, at least one player will be recognized and arrested for a previous crime.
Motivation: - Ace Coins: Better oneself for past deeds or clear up loose end. Inverted, calm his conscious not add to the deceit. - (Inverted) Magician: Patron sees opportunity now, because an overshadowing important event has brought a chance of success. Inverted, event is in another land.
Finances: - 2 Coins: Can only pay in obscure coins or property that lies in foreign lands. Inverted, Patron can only pay in obscure coins; these are of high value, but players will remain dubious.
Rival: - (Inverted) 3 Cups: Guildmaster. Inverted, Craftsman.
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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