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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 Cups: Head of Household; a person who represents a family, clan or possibly minority of society. Clan and family bonds remain the strongest; this is particularly true in the cities (where almost everyone seems related). This may also represent the players being recruited by a city or town representative to perform a task. Inverted, Organized Club or Fraternity of Magicians; an agent who represents an established group bonded together by common interest or activity. Members are only infrequently related by blood; more often, the group gathers for social purposes, share knowledge and specialized craft, or security. The group often has access to relics or controls forces of magic. These may also be the keeper of ancient records or protectors of a relic; some maintain protective fields that protect the world from greater evil or catastrophe. - Fool: Patron is indecisive (or simply a flake) and would rather have the mysterious forces of fate (or luck) decide most actions; he will be vague on details and often detrimental to the players' strategy. Though as is normally the case, this indecision (or failure to provide the players with all the details of their quest) will become apparent after the players accept and begin their challenge -- else why would they follow the orders of a fool? Inverted, Patron is grossly reckless or adventuresome; again, this will cause mishap that could have been avoided. Such a Patron often sends the players on a Mission, then boldly boasts of doing so - players lose surprise - or worse aggravates the Rival increasing his ire for those the Patron employs (like the players). Fool (inverted or not) picked at the start of the scenario generation is, in a word, bad; the sooner the players discover this flaw in their Patron, the safer they will be. If they enter the Climax without knowledge of their Patron's incompetence, they will most likely walk straight into a trap ("may the gods be with them then"). - (Inverted) Sun: Patron is statesman, practiced in politics and law. Since normally he would use the political forces of the state, by soliciting the players, the Patron is usually over stepping his authority or going outside of the law. Inverted, Patron is a pretender or usurper to a throne (seeks to take control from present ruler).
Mission: - 10 Swords: Outfit a cargo for smuggling or secret transport. Inverted, find and purchase an illegal substance (i.e. chemicals or materials for magic incantations -- like freshly buried bodies) and bring it to the Patron.
Obstacle: - Ace Swords: World's finest (non-player) swordsman is involved as an agent of the opposition (usually a person who must be combated with magic). Inverted, Rival has a servant or enslaved demon that is immune to the adverse effects of magic (usually means creature must be combated with special weapon or basic force of blows). - 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: - Queen Rods: Needs cronies and lackeys to praise his actions. Inverted, thinks players too insignificant to threaten his stature or too stupid to command.
Finances: - 5 Rods: Modest means, but willing to borrow extensively. Inverted, Patron has limited means but is willing to borrow, provided players will vouch his ability to repay or countersign as guarantors on the loans.
Rival: - Knave Swords: Spy or Foreign Agent. Inverted, Traitor or Informer. - (Inverted) Justice: Person has numerous allies in the barons. Inverted, a foreign ruler or emperor.
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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