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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: - 5 Cups: Suspicious Figure; a person who will offer a Mission, but the players will not fully trust or believe the Patron. Such concerns may be unwarranted, yet the players suspicion will add difficulties to both Encounters and Climax ("I knew this here job was too good in truth to ring so foul; our employer must be plotting again' us" -- sorry for the accent, but it does make for great color). In most cases, choose an additional card to answer the question "WHO??" and more fully detail the Patron; or else, leave this fact vague (even to Referee) to amplify the suspicion ("hey guys, I only flip the cards; I wasn't the one who accepted a deal from such a strange dude"). Inverted, Obscure Identity; a person who deliberately hides his identity or has an identity that the players can not place. The Patron will not answer inquiries about who he is (often responding to such questions with half-answers, a shrug, an extra purse of gold or a partly drawn dagger). Draw an addition card to answer the question "WHO??" to fully detail the Patron, but keep this flip a secret from the players ("it stirs up tension if you laugh, then bury the card in the deck").
Mission: - 7 Cups: Perform treasonable acts against the players' own leader, ruler or government. Inverted, uncover a traitor in the Patron's government, organization, business or family. - (Inverted) Hermit: Patron withholds or remains ignorant of one crucial aspect of the Mission. Inverted, players will find this out early in the Mission, usually by end of the first Setting of the scenario (see Encounter pamphlet for details on Settings).
Obstacle: - 9 Rods: On occasion of the next illegal act, the player committing the deed will be noticeably spotted by constables. Inverted, on occasion of the next illegal act, the player committing the deed will be noticeably spotted by by a child or other innocent.
Motivation: - (Inverted) Knight Coins: Detained by duties; player acts on his behalf. Inverted, Patron has other business and wishes players to act on his behalf, yet they will be observed by third party spy or enforcer. - (Inverted) Justice: No matter how evil the motives or mission, the Patron has legal authority for any actions. Inverted, reverse is true; no matter how pure or simple, the motive and actions are illegal. - Magician: Patron sees opportunity now, because an overshadowing important event has brought a chance of success. Inverted, event is in another land.
Finances: - (Inverted) Knight Cups: Controls or has access to a local armory. Inverted, Patron controls an armory, but it is ill-equipped or lacking variety.
Rival: - (Inverted) 7 Rods: Lord of Port. Inverted, Urban Aristocrat.
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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