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Last time I did a brainstorm session like this was for Persona: 1, 2, 3. This one's way shorter though. The idea is to flesh out some kind of specific JRPG-inspired campaign structure for Valiant Horizon.
So let's say there's these crystals, right? Used to be 12 of them - nowadays there's, uh, let's say 3-5 PCs crystals remaining. Each of them has the power to maintain the last few villages that stand in the world and prevent them from being swallowed up by the darkness that has consumed the rest. The crystals' power is not infinite. Every decade since the beginning of known history, each crystal chooses a Hero: someone to carry on its legacy to perform the Ritual of Rebirth at the origin of life, which imbues the crystal with their soul for the sake of all. The herald of life then returns their crystals to their village to maintain it until next time. There's never been any resistance on the road of rebirth: it's still hallowed ground, after all.
This year, the journey meets resistance.
Each player chooses a class to be the origin of their village's heroic crystal. When PCs are chosen, they're that class. Each session starts at the foot of the road of rebirth, on their way to the origin of life. Aim for about 1 session to get there and perform the ritual. When they have been turned to crystal, the herald of life returns them to their villages and tells those of their courage.
Draw a quick map in the center of whatever canvas you have: 1 village per player near the origin of life.
For every crystal that doesn't get chosen, determine a short, appropriate curse that affects the world outside the crystals, something like:
These are not present in a short area surrounding the heroes, because their crystals protect them. Outside that area? Well, everything is laid to ruin and nobody can live there. Or so the story goes.
If a pilgrimage takes more than one session, at the start of the next one, describe how your villages are starting to fail. Better get a move on. If a pilgrimage fails on the road of rebirth? Well, it's not ideal, but the herald can usually continue the ritual and bring crystals back to their respective villages nonetheless. Try again next pilgrimage. If a pilgrimage fails outside of the road of rebirth? We'll get there.
At the end of a generation, determine whose story the people sing the most between generations. Everyone else gains a Relationship with that hero, and their next hero gains an extra Determination.
This is the first year that the pilgrimage meets resistance. Pick one of the following to desecrate the hallowed ground of the road of rebirth:
Once you reach the pinnacle to perform the ritual, determine what the Herald tells the next generation based on what opposed you:
Draw that threat somewhere on your otherwise pretty empty map: an empire, a wildlife area, and a ruined spooky place. Add a level for each threat outlined in this way.
This gets you to level 4.
At the start of this, the Herald has news: the other crystals remain, but they're greatly diminished. They could be restored with the ritual, however.
The GM distributes these as necessary across those 3 threat areas, and gives rumors for each. Heroes now have a choice: complete the pilgrimage as before, or try to regain more. If they choose the latter, they'll find that the world outside is not what they know: people do exist, though much more furtively. Wondrous things abound. The world is ruined but wild and beautiful.
This gets you to level 7.
When the last crystal is regained, depending on the nature of where the last one was located, the heroes learn one of these three terrible truths about the state of the world and, unbeknownst to the Herald, pass it onto the next generation:
At this point you can ditch the generation setup. This generation is the last one. There will be no more sacrifices, because these heroes will finally stop the ritual by addressing the root cause. Add further Relationships periodically and add Reputations when people do cool things.
To oppose them as they seek to learn more about the threat kept at bay, bring in old heroes (their former PCs!) brought to life by the Herald; and whatever forces yet remain to oppose them of those 3 that were set up. Aim to have them learn the last thing they need and defeat the Herald at level 9. Then...
What's even the point of this if you don't defeat a false god, an actual god, or some kind of indistinct force of darkness at the end? You know what to do from here. Go get 'em, tiger.
h/t Aura whose good post and playing through Visions of Mana made me think about this. RIP to Ouka. RIP to Cohost. One day we will break our own cycles of pointless sacrifice.
(Read the original on cohost here!)
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