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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) Knight Rods: Marshal of Land or General of Several Armies; a commander with size and number of armed units dependent upon the country he serves. The nation need not be at war, since large standing armies can be funded by large empires. This Patron is not an independent commander; he obeys the orders of his ruler (at least for the moment). Often, troops swear loyalty to a monarch and country, but their true allegiance is to a cause and a leader. His Mission need not relate to the movement of armies; this man may have personal affairs that he can not personally resolve (thus he solicits the players). Inverted, Chivalrous Knight; a warrior who has a code of honor by which he lives and fights. Chivalry in the face of such fantasy perversion as monsters and magic is hard to maintain -- the more gallant the man, the more powerful his individual prowess. Often Patron will aspire, but fall short of his moral code.
Mission: - King Rods: Perform a ridiculous or insulting task. Inverted, perform a seemingly suicidal task.
Obstacle: - (Inverted) 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. - (Inverted) Temperance: Players' misunderstanding of the exact mission will cause it to fail on the first attempt; skip the Climax the first time the players would have been entered this stage of the scenario, and instead repeat the travel encounters. Players may otherwise quit and continue in epilogue. Inverted, during the mission a distracting element will continually make the players lose sight of their objective; double the number of encounters during travel (ignore the result of the first selected Tens in each Setting per Encounters pamphlet). - World: Natural forces will constantly cause problems -- bad weather, winds, terrain, heat, etc. (more a gripe for servants and slaves than any extra danger). Inverted, mission can only succeed by entering an underworld (perhaps Rival is in this place, or players' will require something that can only be found in the underworld).
Motivation: - 5 Swords: Acting on instructions from another whose motive was never known or understood. Inverted, the motive is private -- players will not know.
Finances: - 9 Cups: Fortune in art and jewelry, but limited hard coin. Inverted, though Patron has a fortune in jewelry, he will not sell any of his pieces. His finances are thus limited.
Rival: - Knight Cups: Captain Monarch's Elite Guards. Inverted, Unlanded Knight. - Wheel of Fortune: Reshuffle the deck and continue.
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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