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:
- Loot something important
- Save a something or someone
- Kill a monster or monsters
- Discover an important secret
- Explore Farther, blaze a new trail, or find way back to safety
- Break a curse or end some magical effect
- Travel somewhere through a dangerous area
- Escape from a bad situation
Then pick or roll for a location:
- A Place the Characters have been before
- A new Place the Characters haven't been before
- Where the Characters happen to be now
- A Place where one of the Characters has a history
- A Place where the Characters aren't supposed to go
- A Place that was part of a past Quest
Then pick or roll for who they are doing it for:
- For themselves or entirely for their own benefit
- For an existing Force in the game
- Against an existing Force in the game
- 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.
Encounter Types
Roll or Pick for each Encounter:
- Fight - Fight something
- Finesse - Overcome thru dexterity
- Wreak - Break something
- Sneak - Sneak past something
- Notice - Find something hidden or notice something
- Study - Research something
- Craft - Make something or figure out something
- Lore - Already know something
- Attune - Do or understand magic
- Endure - Endure something hard
- Convince - Talk someone into something
- Carouse - Make friends
Encounter Ideas
Fight
- Fight something that's between them and where they are trying to go
- Fight something that's chasing them from behind
- Fight something that surprises them with a sudden challenge
- Fight something that's surrounded them to gang up on them, thinking they have the advantage
Finesse
- Get past some sort of danger from a physical challenge
- Win some sort of physical contest