Designing Missions in Free-Style Role-Play
Concepts
A. Traits
B. Task Resolution
C. Skills
D. Wounds
E. Combat
F. Quick & Dirty
G. Magic
H. Ignobles
I. Advancement
J. Missions
K. Encounters
L. Digressions
J. Mission Generation
With the Designing Scenario books you will never run out of ideas. Missions are generated either in
advance or on the fly by flipping some cards. As you do so, read the descriptions, jot some notes
and generate some mission details. If you have a bright-minded crowd, ask your players how events
relate, why the Patron has a certain Rival or how his motive effects his goals in the mission. Our
systems have a wealth of ideas. Better Games are worth the price for the referee ideas alone.
The cards have been cross-matched so that ridiculous combinations, like richest man in realm turns
out to have no money, are highly unlikely (if not statistically impossible). Instead of rolling
dice and getting just a random list, as cards are flipped and removed, they suggest certain cards
will not reappear. The options will be logical and damn near infinite. The combination of cards to
tell character fortunes and dice to find the fate, are a hallmark of free-style play. These systems
work, because they save the referee time.
Use the Vox Populii to ask a question or offer a comment.
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