So on thing I’ll include with Five Fires are pre-made “quests” for players that they pick during character creation. That gives players some initial problems to solve and to drive play with. Eventually I feel that players will want to make their own quests though, and I want to give them the tools for doing that. Here is the the rough system I developed for it, codenamed Tribe (“called Quest”, get it?). I’ve done some basic tests with it that show promise so I’ll refine further.
The “Tribe” system is all about letting players determine what they want to do, and giving them steps with how they get there. It provides basic steps and lets you fill the specifics in for your character and game. The GM can then focus on making trouble for the players as they try to complete their chosen quests.
Players make quests by declaring something they want, (“I want to save the princess”), picking a scale (“it’s really a major thing”), how hard it will be (“It will be really difficult”) then deciding a reward (“My character will become a hero and earn the “famous” trait.”). That’s it. The scale of the quest will determine how many successful steps you need to take (Failing a scene means you suffera asetback, and have to do something else to get on track). The difficulty determines how much trouble the GM can make for you in different scenes.
There are three basic types of “Quests”.
- Quick Quest: 1 -2 steps temporary reward. can get some big but ephemeral boosts from these.
- Minor Quest : 4 steps. minor permanent reward.
- Major Quest: 8 steps. major permanent reward.
In addition, there are certain “Quests” and events that will insert steps for you. Sometimes the GM can put special obstacles in front of you that force you top do something else before you can complete a specific quest. Other times you might have a class related quest with some special instructions. Whenever a quest varies from using the steps here, it will be explicitly called out to you.
Your last step of the quest always has to deal with the object of your quest. Choose where that will happen, and write what you’ll do in the last step. Roll on the charts below for each other step.
You the player will know the steps in advance, but the character you control won’t know. Your character will be learning what he needs to do after each step. Make sure to work that into your descriptions of the scene.
For each step:
- Roll on the Actions Table
- Roll or choose from other tables the action tells you to.
- Roll difficulty. Note whether the GM can make trouble (T) or make double trouble (TT) at this step.
What to do?
1.find guidance (where & who)
2.gather clues/information (determine from where and
3.deliver something (determine for who, to whom, and to where)
4.overcome a personal problem (determine what it is, who it involves (can be yourself, and where it is).
5.get assistance (from who or what?)
6. recover an item (from where?)
Who ( pick one)
or pick someone from your contacts list.
5. Staten Island
6. The Dungeon (the underground)
1-5 The GM can make trouble
6 The GM can make double trouble.
1-4 The GM can make trouble
5-6 The GM can make double trouble
1-3 The GM can make trouble
4-6 The GM can make double trouble.
When you fail the roll for a step, you suffer a setback. Your step is not completed, and you must also do something else in replacement of that step. Roll that step over, and then complete that step to progress.