Side adventure idea

By limelight, in Warhammer Fantasy Roleplay

Ok so I have a player who plays a ex Thief, and current cat burglar (new career made by me) and he always wants to go off and find a score. The problem, as you GMs know is the dreaded side adventure...you know, the one that takes at least a half hour with your other players reading magazines, etc...

So.... I came up with a card for a side adventure (it can be modified really for any situation that you desire but here's mine...

CONSERVATIVE SIDE:

PLANNED HEIST

Skulduggery Trained, min 2 days to prepare proper gear

<su><su> Succeed with minimum results

<bo><bo> Leave no trace

<ba><ba> Leave a clue

<de> Add <bo> to above results

<sc> Serendipity! Find a second score and make second roll if you dare!

<cs> Caught! Set a 6 space tracker and start rolling.

RECKLESS SIDE

"QUICK SCORE"

Skulduggery , no prep, proper gear

<su> Succeed with minimum results

<su><su><su> Succeed with maximum results

<bo><bo><bo> Leave no trace

<ba> Leave a clue

<ex> Suffer a fatigue for each exertion symbol

<sc> Serendipity! Find a second score and make second roll if you dare!

<cs> Caught! Set a 3 space tracker and start rolling.

Just thought I'd share!

Awesome idea! Man, the possibilities......

Thanks!

I really think there are unlimited possibilities with how the mechanics of this system are set up.

Other Side trek actions I'm considering:

A Bounty Card for the bounty hunter in the group

Off Hunting for the Scout

anything that takes time that I don't want to explore in a roleplay fashion or that might take time away from the adventure at hand. It is not meant to replace the role-play just speed thing along and provide opportunities for the characters without wasting everyones time

I love this, taking the whole meta-adventure thing and turning it into something a player can do with one or two rolls. Brilliant.

oooh, good idea!!

One question. Why does the conservative stance have a 6 space tracker for chaos star and the aggressive has a 3 space tracker?

My idea for the Conservative vs Reckless and 6 space get away tracker and 3 space was that gven the conservative planning the thief gives himself more time/ options to get away

With the quick score its not well planned and has less time/options to get away but the lure is that if he can get the three successes he will gain a bigger haul

oh right, makes sense

My players like the first one I did for the thief my player who plays a Priest of Sigmar asked if I could come up with something for him when he wants to do some work as a priest but not take up game time. Again, these are not meant to substitute roleplay, but give each player an opportunity to do some career sork and not disrupt play. If I, as a GM, with to roleplay it out then we will...

First here is the Sheet that you would track your overall efforts over time to effect the Cult of Sigmar and your ability to Spread the faith:

SIGMAR'S DEVOTED -- (Works like an organization card)

"Gaining the favor of Sigmar is not an easy task. Only his most devout followers could even hope to gain his fortune. While attempting the "Spreading the Word" Action or ""Determined Prophet" or if the Hero performs an action above and beyond the norm or against the tenets of Sigmar,; his faith and the faith of Sigmar will wax and wane."

DEVOTED
Center Space: Start/ Neutral
1st Event Space (rt): Gain a <f> to all Piety checks
2nd Event Space (rt): Equilibrium is 1 higher
Final Event Space (rt): As above, Priest is recognized by the official Cult, gain reputation.

BLASPHEMOUS
1st Event Space (lt): Gain a <m> to Difficulty checks
for Divine Spell Actions
2nd Event Space (lft): As above but Equilibrium is considered 1 lower
Final Space (lft): Heretic! Do something to clear your name and reputation...the Witch Hunters are investigating.

A "TUG OF WAR" Tracker is set up for Burk. He starts with the faith token in the middle space (neutral) as it moves to the right goods things happen. As it moves left bad things happen!

F 0 0 E 0 0 E 0 M 0 E 0 0 E 0 0 F

Action Card:

"Spreading the Word"

Conservative Side

Difficulty: Special (Conditions) RANK: 2

Trained, Rank 2, Divine Caster, Opportunity to spread the faith

<su><su> You succeed in Spreading or defending your faith, advance one space to the rt on "Sigmar's Devoted

<bo><bo> Receive an additional Fortune Point for this session

<ba><ba> Gain the Sluggish Condition for remainder of the session

<cs> Fail to sway the unbelievers or spread the word, move tracker one space to left on "Sigmar's Devoted"

"Determined Prophet"

Reckless Side

Difficulty: <mf> <mf> + Special (conditions) RANK: 2

Trained, Rank 2, Divine Caster, Opportunity to spread the faith


<su> Successful proselytizing, move tracker one space to rt on "Sigmar's Devoted"

<bo><bo> Gain the Energized condition for the remainder of session

<ba><ba> Add <m> to all Piety checks for remainder of session

<ex> Special: Suffer a wound for each exertion symbol

<cs> Move tracker 1 space to left

<cs><cs> As above and run out of town! Make a 4 space tracker and race the townsfolk to get away...

This is a brilliant idea. It would be great to have a deck of common side adventures when they come up. A great help to a GM. We need a list of generics to work on? They should be small "jobs", not something that should be covered by a full adventure.

  • Heist
  • Spread the Faith
  • Library Research
  • Gamble
  • Pull Guard Duty
  • Harvest Time
  • Planting Season
  • Working at an Inn
  • Brewing Potions (or is this already covered somewhere?)
  • Rat Catching
  • Hunting
  • Fishing
  • Crafting?
  • Magical Research

Other ideas?

I think you could just roll on the random career chart in the Player's guide and come up with an idea there.

I was thinking of this the other night whilst dealing with a player who refuses to learn the rules and just wants to sit there and ***** about stuff..

Why not just require that anyone wishing to make money outside of adventuring have the TRADE-CRAFT skill trained. Otherwise, their scores will always be break even.

I think this will solve a couple issues: 1) players aren't going to be sacrificing points to do it (disincentive), and 2) then you've got an actual check to make.

jh

My players really like this idea. Need to point out that they do not spend an advance to obtain these side trecks. I just use the action card format. In some cases they will need training in certain skills, etc... to perform them. The difficulty is left black for the most part as the GM needs to set the difficulty before the side adventure...

So for example in a gambling scenario...

If your player is not a gambler by trade and is playing 3 skilled it would be opposed by Guile I imagine then add mf dice for anyone who is trained or has specializations, fd, etc... they take the chance and the risk

Conservative side of card

Opposed by best gambler in the game...add misfortune to anyone trained in guile, etc...
"Patient Gambler"
su succeed and make a little profit
bo bo gain additional cash
ba ba lose any profit..break even
delay Stressful game...gain perplexed for remainder of game day
sc fleece the other players, gain gambling reputation

Reckless Side
"Going all in"
su win
su su su win big
bo bo gain insight to these players...add fortune dice to next time you play them
ba ba show a tell...they gain fortune dice against you
sc fleece the other players, gain gambling reputation
cs loose at the end...break even
cs caught cheating/ accused of cheating

HERE'S ONE FOR RESEARCHING!

Thorough Research (Conservative)

Difficulty based on GM discretion, location of research. Temple of Verena in Altdorf would yield FD to roll, for example. Also ample time is needed for the research. this action will take up several days.

su Find out basic information on topic

su su As above but with one specific detail

su su su As above but two specific details

su su su su As above but three specifics

bo bo Reduce time

SC Discover a unique clue or piece of information

De You are held up reading and researching and are delayed by several hours

ba ba Increase time

CS Some information might be false? or Wear out your welcome and are asked to leave


Furious Research (Reckless)

Difficulty based on GM discretion, location of research. Temple of Verena in Altdorf would yield FD to roll, for example. Also ample time is needed for the research. If you need the research done quickly you must use the reckless side of card

su su Find basic information but in hours not days

su su su As above but with one specific detail

su su su su As above but two details

bo bo detail found

ba ba add a challenge symbol to this roll

ex gain 1 lingering Stress (stays until you sleep it off or a magical effect reduces it)

CS Come across a disturbing entry (gain one temporary insanity with the Emigma Trait)

CS CS As above but make a 3d Corruption roll

I simplified the utility of PCs wanting to "earn some money" while not on an adventure. I'll integrate some of you guys' ideas.

Tradecraft – required to make money between adv. Each success = d10s earned.