Somebody mentioned wanting class-specific adventure starters a while back and I don’t remember who, but it got me thinking.
For the Fighter and the Thief: You start the game in jail. You’re in a cell in the guard house in the slums. How did you get there?
Then the adventure hooks happen:
– A sorceress shows up and purchases some other prisoners, who are never seen again! The watch captain is corrupt!
– The watch bring a merchant in and throw him in your cell. They are obviously trying to intimidate him. if you are nice to him, he tells you that a rich merchant has bribed the watch captain to do this so he can steal the man’s wife! the watch captain is corrupt! This immoral merchant has expensive things in his mansion!
– You overhear the watch guards discussing the gladiatorial combat that prisoners will have to engage in! They are taking out bets on you!
Save the thief stuff for thiefweek, let’s revisit fighterweek. What are some other good Fighter-specific starting situations?
Is there a good format for making them modular. For example a half page menu with art on the other side. Maybe you pull the fighter one and the thief one and then choose items off of those menus to put together. Like, starts in a jail + starts just off of the battlefield = POW camp; a guard is involved + your duty or honor is called into question = … etc.
If you go the route of lists of possible elements, it starts to sound like a Fiasco play set. Which is not a bad thing.
Yeah, the modular-generator version is probably best done as a set of random tables, I think.
I was thinking something more substantial is in order though, more like one-page dungeons with specific situations where fighters can shine (the jail cell for example, because bend bars).
Like an auction maybe, where somebody takes a shine to the Fighter’s signature weapon and pesters them a whole bunch. Why would they do that? Not because they want to by it, that leads to a brick wall, they must have some other reason…