Alternative Endings

By Slev, in Talisman Home Brews

JCHendee said:

Interesting... That's a new twist. I hadn't thought of "clue" like cards connected directly to winning the game but rather just accessing by a Talisman, to whatever endgame is in play or will be drawn.

Well, having thought on it some more:

Prophecy cards

Each player recieves a number of Prophecy Cards at the beginning of the game. Say either one, or a number equal to Fate.

If they have no Prophecy cards at any time, they may exchange a single point of fate for one.

Whenever an effect allows them to gain fate, they may, instad, draw a Prophecy.

A Prophecy card lists a type of encounter.You may play the card befor that encouner, and apply the listed moifiers (if any) to that encounter.

The card also lists a reward. If you defeat your ncounter, you gain the listed reward. If not, discard the Prophecy.

Ecample Prophecy cards:

Hidden Treasure: The great wrym Dornyyr hides a powerful relic in her belly. Encounter any dragon, you fight at -1Str. If you win, you may claim a random Treasure Card.

Strength in Bravery: The Gods will fortfiy anyone of sufficient vallor to face their own nightmares.. Encounter any Spirit. If their craft is equal or lessless than yours, treat it as one higher than yours. If you win gain +1 Str.

The Ending Card: Guardians of Fate

A group of warriors have been summoned from legend to defend the Crown of Command. They will repel any unworthy in their deeds.

A player may claim no reward for a Prophecy, and instead keep a completed prophecy face up in front of them. Each player starts with two additional Prophecy Cards.

When a player reaches the CoC, they roll a die and subtract their completed clues. They loose theat number of lives. If they loose any lives, they are thrown back to the Plain of Peril.

If they loose no lives but have six or more completed Propecy Cards, the Guardians cast them to the Plain of Peril and remove two Prophecy Cards from them for their cowardice.

Other players loosing no lives take the crown!

talismanisland said:

The use of clues is one of the mechanics from Mythgardia.

As the game starts, you get a card with a space to visit, which is where you then find out where the real treasure is and then you travel there. It's a cool, simple mechanic.

I did think of that, however, in Mythgardia there is not only more movement control, so it would work less well I feel.

Slev... I'm still a little lost on your Prophecy mechanics... I don't quite get how one wins in the end. It seems like you can't win if you have 6 or more... yet you might lose lives if your don't have enough? Sorry, but I'm lost on this one a little. Also, from what you describe, I might be more inclined to call them Destiny cards. In the end, that seems to fit better as in destined to complete the card tasks and destined to take the crown.

Jon... so in Mythgardia one gets one of these cards which simply tells you a place to go... and then when you arrive you draw yet another (diffferent type of?) card for the actual destination. What is the purpose of the final destination? It is starting to sound a tiny tiny bit like some of what I tried to do on just one card in Talisman Tasks... though probably with something grander to be accomplished and more link an endgame.

Well, the idea is that you try and roll equal or less than the number of completes in order to take the Crown.

If you wanted to be safe about it, you just complete six, since it's an auto-success.. I thought the guardian's wouldn't like that, so if you have 6+, they'll kick you back. You could always just say that you have a maximum of five, but it's less thematic.

Destiny cards work just as well. I was trying to create something you could add to the game without the ending should you so wish.

Mythgardia's Location deck has a single card for each named cocation.

The aim of the game is to find the Treasure, which has a location card placed under it. Uou are dealt a location as a "clue" card. It's basically, "the wise old man in the Queen's Wood knows where the treasure is hidden" sort of thing. By reaching this location, you surrender your "clue" location, and peek at the Treasure's location. Once you travel there, you take that Treasure.

Okay, got I've got both concepts now. I think the task approach to getting to the win condition is always a good idea... adventurers doing something instead waiting for something to randomly happen. But I would nix the 6+ rule.

Talisman has cumbersome movement mechanics that could make some task take a while to complete. I think anyone who could actually complete 6 or more has probably put in enough effort to be allowed an automatic win... or the right to draw an ending card, should that be combined with your scenario. And if someone wants to rush it, and take a try with less than 6, then fail, ... then they suffer consequences you stated.

My reasoning for "destiny" is also how a terms use and meaning work upon the way people think. Instead of "a/the prophesy", one says "your/my/his destiny"; it implies something more personal, and invites the player to feel more personally involved in the play of your scenario. I always like alternatives that get me and others involved in the play as much as or more than the win. I think you've got something therein.

Well, we have the basics of the Alternative Ending down. All we need do now is generate some Destiny cards and we're away!

Kind of off topic...

Clue cards (treasure maps, old guys that tell tales, sooth sayers, magic looking glass...one could even have you dice with death) may be an interesting variation to get more Dungeon treasures in to the game, kind of like the Warlock varient where you complete his quest and gain a Dungeon treasure.

Heck just use the Warlock quest cards...

At each corner space, when you share a space with Death and the Temple you can discard one Fate to get a quest ( the Warlock's Cave does not require a Fate be spent). Finish the quest and get a dungeon treasure or a Talisman...or a piece of a Talisman if you want to go that route.