Our last and final quest set belongs to the Airey Sanguines. Air types are like Cholerics in that they prefer to deal with other players rather than the game world, but they are also like phlegmatics in that they prefer interaction to action. These were the hardest for me to come up with; traditional RPGs tend to not do a great job of rewarding out of character and in character interactions between players, and this mindset is also opposite of my own (I am more of an Earth "Act on Game World" type, so this approach is very foreign to me).
In the below quests, a "Friend" has a specific game mechanic meaning another player or an important NPC often controlled by another player (henchmen, familiars, and so on).
Roll | Quest Idea |
1 | Help a Friend complete a minor quest successfully |
2 | Discover something about a Friend that they didn't even know |
3 | Help a Friend face a darkest fear (whether or not they succeed... or survive...) |
4 | Discover something about a Friend that they don't want anyone to know |
5 | Complete task in accordance with your ruling planet or patron |
6 | Complete task in accordance with your exalted planet or patron |
Note that the air type gets a lot of mileage out of helping the other players be forthcoming about their characters, as well as from fleshing out the other character's backstory. The Air character also has a lot of influence over the story; some of the quests revolve around essentially adding elements to the backstory of others. That serves as a potent check on the "acting" types who might otherwise be bossy.
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