The Book of Quests: Difference between revisions

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Encounters should have a rough focus on a specific Attribute that’s the ‘easiest and obvious’ way to solve its challenge. It could be overcome in another way, it just would be harder to do so.
Encounters should have a rough focus on a specific Attribute that’s the ‘easiest and obvious’ way to solve its challenge. It could be overcome in another way, it just would be harder to do so.
Asking for a Player to make a Roll using that Attribute is a great way to start the encounter as well.


==Encounter Types==
==Encounter Types==
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#Study to find a way to get to where they are trying to go
#Study to find a way to get to where they are trying to go
#Study something that's happening to find out what to do next
#Study something that's happening to find out what to do next
#
#Study something to avoid an immediate danger
#Study something to figure out how to stop something from happening
 
===Craft===
#Craft something to get past an immediate danger
#Craft something needed to help solve the quest
#Figure out how to change something
#Figure out how to fix something
 
===Lore===
#Know something to get to where they are trying to go
#Know something important about surviving the current danger
#Know a weakness to an opponent
#Know something that will impress someone important
 
===Attune===
Do or understand magic
 
===Endure===
Endure something hard
 
===Convince===
Talk someone into something
 
===Carouse===
Make friends

Latest revision as of 02:33, 24 June 2023

Generating Quests

Quests can be picked from this list, rolled randomly from this list, or just made up.

First pick or roll for what's happening:

  1. Loot something important
  2. Save a something or someone
  3. Kill a monster or monsters
  4. Discover an important secret
  5. Explore Farther, blaze a new trail, or find way back to safety
  6. Break a curse or end some magical effect
  7. Travel somewhere through a dangerous area
  8. Escape from a bad situation

Then pick or roll for a location:

  1. A Place the Characters have been before
  2. A new Place the Characters haven't been before
  3. Where the Characters happen to be now
  4. A Place where one of the Characters has a history
  5. A Place where the Characters aren't supposed to go
  6. A Place that was part of a past Quest

Then pick or roll for who they are doing it for:

  1. For themselves or entirely for their own benefit
  2. For an existing Force in the game
  3. Against an existing Force in the game
  4. For a new Force that will now be created

A Trivial Quest is just a single Encounter, a Standard Quest is 2-3 Encounters, a Serious Quest is 3-5 Encounters, and a Heroic Quest is 5 or more Encounters.

Generating Encounters

Encounters should have a rough focus on a specific Attribute that’s the ‘easiest and obvious’ way to solve its challenge. It could be overcome in another way, it just would be harder to do so.

Asking for a Player to make a Roll using that Attribute is a great way to start the encounter as well.

Encounter Types

Roll or Pick for each Encounter:

  1. Fight - Fight something
  2. Finesse - Overcome thru dexterity
  3. Wreak - Break something
  4. Sneak - Sneak past something
  5. Notice - Find something hidden or notice something
  6. Study - Research something
  7. Craft - Make something or figure out something
  8. Lore - Already know something
  9. Attune - Do or understand magic
  10. Endure - Endure something hard
  11. Convince - Talk someone into something
  12. Carouse - Make friends

Encounter Ideas

Fight

  1. Fight something that's between them and where they are trying to go
  2. Fight something that's chasing them from behind
  3. Fight something that surprises them with a sudden challenge
  4. Fight something that's surrounded them to gang up on them, thinking they have the advantage

Finesse

  1. Get past some sort of danger from a physical challenge to get to where they want to go
  2. Win some sort of physical contest or game to get a needed item
  3. Run, Climb, jump, etc. to get to where they are trying to go
  4. Escape from some immediate sudden physical danger

Wreak

  1. Break something that's between them and where they are trying to go
  2. Break something that they need to keep from someone else
  3. Break something to free something important
  4. Break something to stop something from happening

Sneak

  1. Sneak past something to get to where they want to go
  2. Sneak away from something that surprised them
  3. Steal something without anyone noticing
  4. Place an item without anyone noticing

Notice

  1. Notice how to safely get to where they are trying to go
  2. Notice something hidden that's keeping them from their goals
  3. Notice that someone or something is trying to fool them
  4. Notice some important detail that will help them with their current quest

Study

  1. Study to find a way to get to where they are trying to go
  2. Study something that's happening to find out what to do next
  3. Study something to avoid an immediate danger
  4. Study something to figure out how to stop something from happening

Craft

  1. Craft something to get past an immediate danger
  2. Craft something needed to help solve the quest
  3. Figure out how to change something
  4. Figure out how to fix something

Lore

  1. Know something to get to where they are trying to go
  2. Know something important about surviving the current danger
  3. Know a weakness to an opponent
  4. Know something that will impress someone important

Attune

Do or understand magic

Endure

Endure something hard

Convince

Talk someone into something

Carouse

Make friends