In Five Parsecs From Home, along with all the Patron jobs, Rival ambushes, and the occasional cargo run to the next world over, you also some times end up with Quests.
Quests are multiple missions loosely chained together, with a big treasure payout at the end. They're a fun concept, but they're a little underdeveloped in the rulebook. The intention is almost certainly to leave them open-ended and freeform so you can fill in your own fluff and flavor details. There is one fun little table on Page 36 that you can roll on to determine what form any Quest Rumors you gather come in, such as an intercepted transmission or an old treasure map. Beyond that, you're left to stitch-together your own narrative of what the overall Quest is, and make sense of it in your story. Which is great and all, but the rulebook gives zero examples or suggestions. It doesn't really provide you anything to kickstart your imagination (other than the table on page 36 that I mentioned), and it's particularly unclear in the early stages of your first Quest that there's not more story hidden in the rules somewhere. Like, I kept expecting the system to give me something for my Quest to be about, and it never really delivered. It was just track the number of Quest Rumors, and roll after each Battle to see if the next fight is the end of the Quest or not, and then get extra Loot on the final fight.
It wasn't bad nor broken, but I'm still kind of hoping some future expansion provides a little more razzle-dazzle there. I wanted something more to color my Quest, and maybe reinforce bits of the setting as well. A bit more of a framework over which to drape your narrative. I don't know if the game will ever give us that or not. So for starters, I made this:
Five Parsecs Quest Item Name Generator
It's three tables you roll on to assemble the Quest Item you are chasing
after. This assumes you're after some artifact or collection of treasure, like
it's an old pulp serial or Indiana Jones movie. You roll 1d10 three times
below, and generate 1 of a 1,000 possible random names.
Die Roll | Column A | Column B | Column C |
---|---|---|---|
1 | The Cerulean | Brain | -Eater |
2 | The Crystalline | Chariot | Entity |
3 | The Dark Matter | Egg | from the 5th Dimension |
4 | The Empathic | Firewall | from beyond the Fringe |
5 | The Impossible | Heart | of (insert the name of the planet you are on) |
6 | The Proto- | Laser | of the Engineers |
7 | The Non-Euclidean | Nova | of Hakshan |
8 | The Strange | Sabre | of the Manipulator |
9 | The Uplifted | Shield |
of the Precursors |
10 | The Xanthous | Universe | of the Skulker |
When you've completed the Quest and rolled up the extra Loot you get at the end, you pick the item that's the best match to the name and declare it the thing you'd been questing for. If all your Loot rolls fail to provide anything that feels like a good match, that would be a good time to spend a Story Point and pick an item from the book that is worthy of the name. (Maybe even make up your own item if you're feeling inspired and brave.)
Example in Play: In my current campaign, the first quest I rolled up was for "The Strange Brain of the Skulker." I decided it may be some sort of Strange Matter matrix with computational powers but also religious significance... mostly decided because my Captain is motivated by Faith. It was also a lucky cosmic coincidence that I ended up facing Skulkers on my very first mission. If I'd gotten to the end of the Quest without Skulkers ever showing up, I may have considered spending a Story Point to force their appearance. At the end of the mission, my Loot rolls were for a Damaged Camo Cloak, a Damaged Communicator, a Teach-Bot, and a Unity Battle Sight. They're all sort of "thinky" or "brain-like" items, so naming any of those as the Strange Brain would have been just fine, though perhaps it would be weird to have the Unity Battle Sight be a rare artifact since the name sounds like an off-the-shelf bit of kit routinely issued to Unity soldiers. If I'd wanted to go that route though, it'd be easy enough to say it's unique Skulker tech but has identical game effects to the Battle Sight, but achieves that effect via exotic Strange Matter. That was option. Instead, I decided the Teach-Bot was the best match for a "Brain". The single-use nature of the Teach-Bot meant that it would only benefit my Captain, which made sense that she was driven to pursue it because of Faith. So she interfaced with the Strange Brain, got a bunch of XP, and I spent it on Reactions to represent her mind quickening and broadening.
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