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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) 10 Rods: Peasant, Farmer or Serf; a worker of the land, but importantly a person enslaved to the land. By law, common people were not allowed to travel without permission from their lord. Patron will seek the players' help, but he can not pay them (skip Finances) and further, he violates his lord's laws because he traveled (to the players) without proper permission ("at least the lord can't remember granting such"). Yet the down-trodden, they make such fine underdogs. How could the players refuse an interesting Mission? Inverted, Runaway Slave; a fugitive who escaped bondage. Slaves are pieces of property, and most lands recognize this important institution. By helping the Patron, the players will violate the law, but perhaps further the cause of justice. As with serf, slaves have no Finances (skip that card selection), unless they are also a thief (but that's a different card all together).
Mission: - 3 Cups: Perform specific skill - like hunter, navigator, physician or interpreter - for someone performing a grander plan. Inverted, begin Mission by performing a specific skill, but later recruited to join this bigger plan; choose a second Mission card to detail the true Mission of Patron.
Obstacle: - 8 Rods: As scenario develops, Patron will become more and more untrusting of the players. Inverted, Patron eventually tries to replace players' group with loyal agents. - Fool: While on the mission, all gambling bets will be lost (even bets made by skilled characters). Inverted, a loyal NPC will prove a detriment somehow to the mission.
Motivation: - 5 Swords: Acting on instructions from another whose motive was never known or understood. Inverted, the motive is private -- players will not know. - (Inverted) World: Patron will refuse to enter an underworld. Inverted, Patron usually never leaves his castle (or lair) to travel overland; he meets the players and asks them for their services to avoid further travel.
Finances: - Ace Rods: Rich landowner, but hates travel; pays handsomely to avoid personal involvement. Inverted, Patron is rich landowner, that hates travel far away from his lands; pays handsomely to avoid personal involvement; utmost importance not to bother Patron after start (Queen encounters per Encounters pamphlet should be ignored).
Rival: - (Inverted) 10 Swords: Siege Craftsman or Sapper. Inverted, Master Strategist. - (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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