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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: - 3 Coins: Heir to Fortune; a person who one day will inherit great riches or lands, but for the moment is without money. Do not pick a Finance card (or ignore pick), unless players speed along the process of inheritance. Often these Patrons are noble dilettantes who have never known true hardship or terror ("let me introduce you to the players"). Inverted, Person in Line to Throne or Command of Land, person whose future inheritance will be a formidable kingdom. Pick a card for Finances, but such is only the tip of the iceberg that will follow one day. His father the king or Queen Regent often does not approve of the reckless adventure ("recruiting of players"). Other times a warlord king has cast his son out to learn some discipline ("experience life and battle"); the players are the Patron's first acquaintances. - (Inverted) Lovers: Two Patrons are involved, but only one approaches the players at this time; pick an extra card for second Patron's identity ("PATRON??"). Inverted, other person (second Patron) is not aware that the players' Patron is recruiting the player's services.
Mission: - 4 Coins: Spy, observe or obtain magical secrets, incantations or spells. Inverted, spy, observe or obtain information on an obscure object, relic or forbidden trade commodity. - (Inverted) Sun: Mission should be simple and direct, take place in the immediate area -- do not use the Encounters, go straight to the Climax. Inverted, still use the Encounters, but almost all Encounter that aren't directly caused by the Patron's problems or Rival's actions (i.e. Mission Inconsequential Encounters as described in the Encounters pamphlet) can be ignored. - Chariot: Success on the Mission will leave the players famous. Inverted, success will leave them infamous as fugitives or outcasts, possibly with large reward for apprehension.
Obstacle: - Queen Coins: Notorious demi-human stronghold or underworld is the site of Climax. Inverted, Rival is secretly the ruler of a notorious demi-human stronghold.
Motivation: - (Inverted) 6 Cups: Thrill, drive to experience a challenge. Inverted, actual mission is secondary to the glory of battle.
Finances: - 7 Coins: For simplicity, Patron has wealth that mirror-image those owned by one player (Referee decides). Inverted, Patron has wealth that mirror-image those owned by all the players.
Rival: - Knight Coins: Exchequer of Mint (person in charge treasury and the minting all coins in a land). Inverted, Monarch's Chief Tax Collector.
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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