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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 Rods: Brigand or Bandit; a person who leads an organized force of thieves. The Patron's "occupation" may remain unknown to the players, but his Missions will tend to be more base. This type of man maintains order among people that live by the simple code -- "only the strong survive". Inverted, Leader Street Gang or Union; a leader of a group of common workers. The guildmasters by law control trade, but that doesn't mean a few ambitious men from the working class don't exist -- "do I hear the theme music from Dr Zhivago?" Before I appear too "socialist", the union leader can be treated like an urban bandit. To be blunt, he incites riots for personal gain. Since freedom to assemble is not a right, his actions are illegal and just like the bandit he is sought for crimes. Association with this person, even briefly, can lead to players' heads resting on blocks ("awaiting the axeman's stroke"). Players are often forced to aid and accept the task, after a spy reports their meeting ("we're now all in the same pot trying to keep it from boiling"). - (Inverted) Magician: Patron is guileful, silver-tongue, wheeler-dealer. In many cases the Patron will promise more information or reward than he will eventually provide, and just as often the players will unwittingly accept before payment is discussed. Inverted, Patron is totally honest, detests secrets, confides all to the players. Players can expect to be treated fairly, if they treat the Patron the same. - (Inverted) Hermit: Patron is much older than he appears. Inverted, Patron pretends to be something he is not; pick two cards of which only one is the Patron's true identity (treat false identity as "PATRON??"). - 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.
Mission: - (Inverted) 9 Coins: Perform a dishonorable act. Inverted, prevent a dishonorable act from occurring. - (Inverted) Emperor: Mission is a diversion for an even grander plot. Inverted, this plot will fail no matter the players' outcome; the Patron will blame the players for his loss.
Obstacle: - (Inverted) 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.
Motivation: - (Inverted) 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: - (Inverted) 5 Coins: Breeds and owns five hundred horses -- extremely rich. Inverted, Patron owns many horses and will loan or perhaps give some to the players.
Rival: - (Inverted) King Swords: Army General or Marshal. Inverted, Officer Discharged in Disgrace. - (Inverted) Devil: Secretly controls many illicit activities. Inverted, openly flaunts his illegal ways; most fear him (or another more powerful protector) and do nothing.
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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