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*Before I release the extra edition that tacks on like 2 more posts.
In Part 1 we established what kind of game we're using. In Part 2 we tied together Valiant Horizon's class system with the tarot thing Persona has going on. In this final installment (because at this point more beyond what I'm covering here would involve just making the thing) we're gonna think about using what we set up in part 2 for a session and campaign structure.
Disclaimer: This is off-the-dome ideas more so than like...stuff I've tested. If I make a real project out of this I'd make this a lot more explicit/etc. Actually assembling this involves writing a lot of prompts! I'm making it sound a lot easier than it is because it's very high level.
In Persona, as you get closer to friendly characters associated with an arcana, in return you get more powerful in that arcana. This is basically the same as what we do in Valiant Horizon! And we could just leave it at that, but I've got other plans.
In the currently outdated Total//Effect SRD, I outline ways to use relationships not just between friends but between opponents: any time you have reason to feel strongly about one another for better or worse, that's a Bond. We can apply that here by attaching arcana to recurring/important antagonists too! In this case, leveraging that relationship works the same way as Call for Aid in Valiant Horizon, but with a twist: instead of calling for help from your friend and the roll determining whether or not they help you, you can also use it (probably renamed!) to trick or manipulate someone into doing something you want them to do if you roll well. And it makes for an easy way for allies to betray you or enemies to join your side: relationships aren't strictly positive or negative, they just exist, so there's no real mechanical change.
So now that we've established that, let's talk Tarot.
Disclaimer: I am not wildly knowledgeable in talking Tarot.
Tarot as oracle is kind of...well, duh, that's what people use tarot readings for in the first place! And in the tabletop sense too, obviously they figure hugely into solo games in particular. I'm not thinking of them as writing prompts so much as plot prompts though - and I'm not looking to make a generic generator, I'm looking to make something that ties in directly to a campaign structure for this game.
There are so many kinds of tarot spreads out there if you look around even a little! And it's clear people are making their own or customizing them for their own purposes, which is both very cool and extremely useful. As such, my goal here is to create two kinds of spreads to best serve what we're doing.
Obviously this assumes you have a tarot deck (or an online resource that approximates one!) that you can pull from easily. If not, you can approximate this with a normal deck of playing cards:
If you don't have either, then I don't know, figure it out. Get a pack of cards from a gas station or something. I believe in you.
Persona games typically have a structure of: there's a problem that needs to be prepared for or resolved within a month (in persona 3, specifically on the full moon!) Sometimes this involves a specific party member: in 4/5, each "problem" involves recruiting a new character.
This is a good cadence for a campaign! And what's more, setting this up is prime oracle territory - especially with that table we set up! So let's see what we can do. Doing extensive research (less than ten minutes of googling) a 5 card spread is often arranged as such:
[5]
[2][1][3]
[4]
with 2-1-3 and 4-1-5 being related. So let's start with that. I'm going to assume upright/inverted draws are at play here because it gives us another draw/roll axis to work with and I love that shit, but you could probably leave that up to the Narrator instead.
What's going on this week? If you have no idea, ask the cards. Draw three in a row:
[1][2][3]
As before, tie into characters if associated ones get drawn and use that upright/inverted as a guide to if it means a good or bad thing for them.
So I'm thinking, given this loop above, that we treat a session as a "normal week" or a confrontation.
In a given normal week, let's say players have 2 weeknights (or work days) and 2 weekends (or time-off days) free to do things like:
As you may have noticed, stress is a factor. At the start of each "free" day, roll a die: if it's greater than your current stress, everything's cool. If it's lower, you're burned out: describe what tilted you and pushed you over the edge in particular. Until you're back at 0 Stress, you don't gain your default per-session Determination and every "normal time" action needs a roll-over-stress to succeed (including Chill! It's hard to get your mind off of things sometimes!)
The culmination of whatever arc. Maybe this HAS to happen at the end of the month (i.e. a particular thing is happening on that day or whatever), maybe it doesn't. Either way, this is the big blow-out, the big boss fight, this is where major plot shit happens.
At the end of the arc, probably give everyone a level. Figure out any fallout from stuff that didn't get done. Did you fail the test? Is your car busted? And so on.
So with this "loop" in mind, let's step back. What's a campaign look like? Maybe something like...
So there we have it. That's the outline.
...this is probably a bad time to inform folks that if I make this for real, it wouldn't get finished-finished until after the season pass concludes (i.e. July at the earliest), isn't it. Oh well. Maybe you'll have to make it yourself if you want it sooner~
Hope you enjoyed reading it!
(Read the original on cohost here!)
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