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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: - Ace Swords: Demi-Human; not a human, but not a monster (use your imagination, or flip randomly to a page in your favorite "creature" book). Before "cloaked" figures are found in every tavern, waiting to meet the players, the Patron will usually send an agent (human) with an offer to meet elsewhere. Missions with Patrons of this type have two Rivals (at least); select two cards for that category. Because the Patron sought the players and not one of his own race, the Mission should somehow either personally relate to the players or be something that only they can perform (at least the Patron thinks). Inverted, Intelligent Monster or Demon; not a human, not a humanoid, but an intelligent creature that needs human assistance in performing a task. Again, Patron will send an agent and ask to meet the players ("no, this agent will not say he represents a beast"); most messengers are magically enchanted (charmed) and simply follow orders ("much treasure, follow me"). Referee may have to modify Mission card selection if inappropriate (i.e. makes him say, "what?" or "I don't think so"). Only pick one Rival, but additionally all humans will oppose the Mission should they discover the players' Patron. Unfortunately, though the players may also oppose the Mission, they risk death by refusing ("worse it could be a long time before the demon lets you die"; thought respectfully borrowed from M A R Barker). Finally, some monsters (but seldom demons) will remember a job well done and repay the favor as a Friend -- "oh what a Friend!" - (Inverted) Moon: From this point on, the Patron is trying to dupe the player. Referee should draw cards normally, but the Mission and Motive will not be made clear to the players. Inverted, Patron is deceptive only because of his mistrust. Later he will confide more as the players gain his confidence; at that time perhaps redetermine the exact Mission and Motive, but apply events to that point as tactfully as possible. - (Inverted) Hierophant: Patron is deeply spiritual, a person of prayer and worship. Inverted, his belief and practices tend toward the dark, demonic, necromantic or perverse, and thus he may conceal his devotion to a forbidden religion. - Justice: Patron up to this time has been outwardly a loyal citizen to his Baron, King or Emperor. Inverted, Patron is a criminal of renown with long record of arrests, but perhaps no convictions.
Mission: - (Inverted) Knave Rods: Rescue someone kidnaped or imprisoned. Inverted, rescue someone kidnaped or imprisoned, but not to free; instead to hold for higher ransom.
Obstacle: - 10 Swords: Bad fortune will befall players; Referee decides result, but penalties to game's dice rolls seem to be a standard way of applying bad luck. Inverted, good fortune will follow; Referee decides result, but perhaps lower the number required for most of game's dice rolls.
Motivation: - (Inverted) 8 Cups: Repay favor of an old friend, comrade or lover. Inverted, repay debt to a friend who is now dead.
Finances: - King Coins: Friend or relative owns much in the region. Inverted, Patron must finagle or deal with an acquaintance to secure finances; this person will most likely want a piece of the action. - Force: Patron's finances were acquired by extorting another into a partnership. Inverted, Patron makes his total finances available; he is threatened with blackmail or legal confiscation and wishes none of his wealth to remain should the mission fail.
Rival: - 7 Swords: Hideously Disfigured Hero. Inverted, Insane or Cursed Hero.
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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