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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: - 8 Swords: Divine Test or Demigod; similar to a divine summoning, but in this case players' Patron will be a lesser (or before unknown) force of divinity. The demigods aspire to be gods; players may be instructed to accept a test ("to prove their worth") or spread word of new power ("by controlling worldly affairs"). In a fantasy world, men are screaming divine prophesy everyday. Players must capture power, control region and eliminate competition to truly establish a new religion or even cult, but in mean time the demigod needs something done. If the players refuse, demigods usually have very little power (at least now) in world ("no bolts of lightning crash from above"). At Referee's option (or when combined with major card Devil), these tests can be demonic deceptions ("must keep the players down to earth, not rampaging every time they have a dream"). Inverted, Wizard or Immortal; a person who controls a device, force or power, else has innate abilities beyond imagination. Problem with magic is that it is not absolutely predictable -- if so it would be science or cook-book. Magic is magical; mostly processes that were discovered by trial and error with cause and effect reasoning (i.e. flawed logic). Though these men at times can kill with a simple snap of the finger ("to heighten drama of story"), most of the time their abilities require considerable ritual (and lucky timing) before conjuring their greatest manifestations. Like tides of oceans, their power also crests and falls (in seemingly random cycles). Patron needs players for a task in a place or at a time that his power ebbs ("I'm immortal, but please no tests"). - (Inverted) Empress: Patron has strong presence, persuades with voice. This is the type of person that the players usually can not refuse; for even if his Mission seems counter to that the players would perform, he will inspire (often convert) them to his cause. Inverted, Patron is overly cautious, sometimes to detriment; he will appear as though he does not want the Mission to succeed.
Mission: - Queen Rods: Lead a small group in a raid into neighboring lands. Inverted, transport arms and supplies to foreign civil war.
Obstacle: - 8 Coins: One of the players will fall in love with someone met in travel. This perhaps will lead him to be overly cautious or disinterested in mission ("show your best role-play stuff"). Inverted, one player will fall in love, but later discover (or it becomes obvious) that the person is already married. How the player handles this affair, or whether an irate spouse becomes part of opposition is left for Referee and players to detail. - (Inverted) High Priestess: Other opposition (but perhaps not principle Rival) is completely aware of the players and mission. Inverted, players know all opposition (even non-person types).
Motivation: - King Rods: Hiding from an unidentified person or past action. Inverted, because Patron is hiding from his past, he stays incognito or assumes a role not his own. Pick another card "WHO??" to determine the past identity of the Patron.
Finances: - Knave Rods: Rich, but "dwarf-tight" with money and property. Inverted, Patron is rich, but pays mere lip-service from his money, troops and property -- promises much but gives little of any practical use.
Rival: - Knight Rods: Underworld Explorer of Renown. Inverted, Raider or Conqueror.
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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