TEXT: Queen
  of the
  Throne
   
   
   
   
   
  
  1
  QUEEN OF THE THRONE
  CREATE A QUESTION THAT YOU
  WANT ANSWERED FROM THIS THEME 
  ONCE YOU ANSWER THIS QUESTION
  THE STORY HAS ENDED. 
  EXAMPLE QUESTION FOR ONE SHOT
  The question should be something you are all
  interested in exploring, and will be able to answer in
  the time allotted to play.  You will answer this
  question by creating situations that you play through. 
  Situations are composed of scenes. 
  Scenes are composed of conflicts and role play.  
  In this PVP focused scenario the players were
  all forged by different warring Empires. Long
  ago each palace fell and the players found their
  way into the hands of someone from the
  conquering kingdom.  They must try and kill
  each other while being weilded by a hero of the
  empire that united the lands.  All players are
  wielded by someone in the hegemony's court.
  (but not the hegemon.)
  CAN ONE OF US FIND OUR WAY TO THE
  THRONE?
  
   
  T I T L E
   
  U N I F Y I N G   T H E M E
   
   
  T H E  Q U E S T I O N  
   
   
   
   
   
   
  H O W  W E R E  Y O U  C R E A T E D ?
   
   
  H O W  A R E  Y O U  D E S T R O Y E D ?
   
   
  2
  QUEEN OF THE THRONE
  
  S I T U A T I O N S
   
   
  Each session you play of Artifacts of the Tarot you will
  create and play out a Situation. 
  These Situations are played in pursuit of answering the
  Theme's question. To aid in that pursuit you will ask a
  question about the Situation that the group will all work
  towards in Scenes to answer that question. Once you
  answer that question your Situation is over.  In Scenes
  we role play, ask questions, and resolve Conflicts in the
  fiction. 
    
  Play out scenes in till you resolve the situation question.
  Once the question has been answered move on to
  diviation to connect this situation the larger theme. 
  After a situation is over collect all the scene index cards,
  hero cards and keep them together with the situation
  index card. This way you have a history of play as you
  make your way through your theme. 
  Collaboration 
  Each session of play starts with the
  group collaborating on what sort of situation they
  would like to explore tonight. This can be a situation
  that continues from a previous one or one that goes in
  a new direction the only requirements are 
  Everyone is excited about answering questions
  relating to that situation. 
  It relates to answer your unifying theme question. 
  1.
  2.
  3
  
   
   
   
   
   
   
   
   
   
  Write a question that is at the crux of that 
  situation on an index card.
  Once that question is answered your situation is over. 
  Place the card where everyone can see. 
   
   
   
   Remove cards 0-10 and deal one card from the Major
  Arcana Deck to each player, deal 2 extra cards to the
  center of the table. These are who wield the artifacts and 2
  other important characters in the court.  One of these two
  extra characters sit on the throne decide that now. 
  Each Hero should have an idex card to store info on.
  Go clockwise around the table and have each player
  create a Hero out of each Tarot card, using that card as
  an inspiration. To create a Hero give them a  name and
  have their name be the answer to one of these questions.
  Who has ushered in a reign of peace | Who has been
  overlooked for their accomplishments | Who does
  violence favor | Who protects the people | Who still
  keeps the old ways | Who lusts to imprision the
  artifacts as trophies | Who pays the real price of peace 
  After you've given them a name and answered a
  question, shuffle that card back into the deck. 
  4
  S I T U A T I O N  C R E A T I O N
   
   
  
  Have each player draw one card from their own deck.
  That player writes a Meaning of that card in their
  booklet. These meanings are based on legends known
  by at least one NPC about that Artifact. 
  Once the Heroes are completed we'll start on a setting.
  Continue around the table creating a community and a
  location that are important to each Hero. 
  Record this information on the Hero index cards.
  Have each person at the table give a Hero a position in
  the court. Then connect the Heroes together by giving
  them each an enemy and an ally among the other
  Heroes, or extra 2 cards. The position is what that Hero
  is in charge of. The enemy is in pursuit of something
  their position controls, their ally is the only person they
  can trust.
  Meanings are a single word that encompass the essence
  of a power of that Artifact. Moments and Manifestations
  of those Meanings are the instances and events that have
  transpired because of those powers. 
  Afterwards take a 5 to 10 minute break. 
  After the break craft your first scene in the situation. 
  Make sure it involves the situations and the Players
  artifacts. 
  5
  S I T U A T I O N  S E T  U P
   
   
  
  CRAFTING SCENES
  The GM should collaborate with the players to figure
  out what would be an interesting scene. Scenes should
  be always in pursuit of the situation question. 
  Scenes could be vignette of smaller scenes that all have
  to do with one another or a large a climatic moment .
  Set scenes in pursuit of the hero's goal. Each Player can
  set one scene per session based on their Temptation 
  Make the players work to accomplish their agenda
  within those scenes. 
  To create a scene do the following
  Name the scene.
  Define what type of scene this is.
  What is at stake, how does this relate to the
  situation.
  Who is in the scene.
   
  1.
  2.
  3.
  4.
  Example type of Scenes
  Survival of the Fittest: Hero's lives are at stake. At war
  threatens the things.  
  Whispers on the Wind: conspiring against or with the
  hero's, maybe to inpsire allies or generate infamy. 
  Creation: Someone is making something or working on
  something that affects the world at large. 
  Social: Meeting and forming of relationships, maybe its
  bartering. This forming of a relationship should be
  important to the setting. 
  6
  
  THE HEROES
  Your cards are valued from 0 to 21. This is their raw
  power. This number is an abstraction of their will to
  influence the world. When Heroes conflict with one
  another use the number value of their cards to see
  who gets their way. 
  How cards work
  Use the meanings of these cards to
  understand who this hero is, what they
  want and do not be afraid to use their
  power against the players. 
  Heroes provide a challenge for the players. 
  Use the Heroes as you craft scenes and explore what
  lengths the players will go through to accomplish their
  purpose. 
  Respect the heroes and follow their agenda despite the
  players machinations.
  When Hero's team up, aided by twist
  cards or by their artifacts add the total
  value of the cards played for that side in
  the conflict. 
  Do not be afraid to end a Heroes part of
  the story or bring in new ones if that is
  what the fiction demands. 
  7
  
  POWER: 0
  MEANINGS   
  TIME & MANIFESTATIONS
  A Vessel No Goal
   
  Jester - Theatre -
  Mocking of the
  Tyrant
  8
  
  POWER: 1
  MEANINGS   
  TIME & MANIFESTATIONS
  Influence Not trusted
  Hidden Savant -
  The Church -
  Unlocking inner
  potential
  9
  
  POWER: 2
  MEANINGS   
  TIME & MANIFESTATIONS
  New Heir - Body
  of water -
  Guarding Secrets
  Care for
  a heir
  Not 
  Respected
  10
  
  POWER: 3
  MEANINGS   
  TIME & MANIFESTATIONS
  Famous Artist -
  New idea taking
  hold - Death of
  Royal
  Easily 
  Bullied 
  Order 
  Society
  11
  
  POWER: 4
  MEANINGS   
  TIME & MANIFESTATIONS
  King of Kings -
  Unyielding Army -
  Throne Room
  Hard
  headed
  Order 
  Millitary
  12
  
  POWER: 5
  MEANINGS   
  TIME & MANIFESTATIONS
  The Prophet - 
  Bridge between
  heaven and earth - 
  The balance of Law
  Influence
  Church
  Dogmatic
  13
  
  POWER: 6
  MEANINGS   
  TIME & MANIFESTATIONS
  Love Triangle -
  Consequential choice
  - A Toll
  Seduce
  Attain the 
  unobtainable
  14
  
  POWER: 7
  MEANINGS   
  TIME & MANIFESTATIONS
  Grand General -
  Using new power
  with care - A long
  road
  Glory
  Mislead
  15
  
  POWER: 8
  MEANINGS   
  TIME & MANIFESTATIONS
  Animal Tamer -
  Society Foundations
  crumble - Quarry or
  Mine
  Resilient Stubborn
  16
  
  POWER: 9
  MEANINGS   
  TIME & MANIFESTATIONS
  Truth teller - Narrow
  Path - Something
  hidden 
  Unseen
  Isolated
  17
  
  POWER: 10
  MEANINGS   
  TIME & MANIFESTATIONS
  Circle of life -
  Medicine Man -
  Place of Healing
  Natural
  Order
  Countinue
  18
  
  POWER: 11
  MEANINGS   
  TIME & MANIFESTATIONS
  Marshall - Court or
  Jail - Making
  something right
  Status 
  Quo
  Seize 
  criminal
  19
  
  POWER: 12
  MEANINGS   
  TIME & MANIFESTATIONS
  Traitor - 
  Hardening to life -
  Gallows 
  Wanted
  Liberated
  20
  
  POWER: 13
  MEANINGS   
  TIME & MANIFESTATIONS
  Revolution/Rebirth -
  Rider on a white horse
  - A Plague 
  Cold
  Blooded
  Vengence
  21
  
  POWER: 14
  MEANINGS   
  TIME & MANIFESTATIONS
  a Gambler - A fortress
  - Withstanding
  opposition
  Calm
  Prohibit 
  Indulgence
  22
  
  POWER: 15
  MEANINGS   
  TIME & MANIFESTATIONS
  Seducer - Harem -
  Reality based on lies
  Disrupt
  Treasonous
  23
  
  POWER: 16
  MEANINGS   
  TIME & MANIFESTATIONS
  The Enlightened one -
  A Tower - A Crisis or
  Disaster
  Truth
  Selflessness
  24
  
  POWER: 17
  MEANINGS   
  TIME & MANIFESTATIONS
   A Monk - A
  Monastery - Mass
  Dreams
  Resist
  Corruption
  Expand 
  Reach
  25
  
  POWER: 18
  MEANINGS   
  TIME & MANIFESTATIONS
  Someone from the past
  - Old ruins -
   Evolution
  Transformation
  Lose Control
  26
  
  POWER: 19
  MEANINGS   
  TIME & MANIFESTATIONS
  Shut in 
  -Contentment- 
  Desert
  Commander
  Code of Conduct
  27
  
  POWER: 20
  MEANINGS   
  TIME & MANIFESTATIONS
  A Glutton - A
  prophecy comes to
  pass - A Tavern or
  place of intoxication
  Arbiter
  Arcane Knowledge
  28
  
  POWER: 21
  MEANINGS   
  TIME & MANIFESTATIONS
  An outside Nation -
  Foreign Monarch -
  Healing 
   
   
  Nature/God
  Maintain Power
  29
  
  CYCLE OF PLAY
  Collaboration 
  Each session of play starts with the
  group collaborating on what sort of situation they
  would like to explore tonight. This can be a situation
  that continues from a previous one or one that goes in
  a new direction the only requirements are 
  Everyone is excited about answering questions
  relating to that situation. 
  It relates to answer your unifying theme question. 
  1.
  2.
  Resolve the Situation 
  The GM sets the first scene to kick the situation off
  with a bang.  The group should work together to
  resolve the first scene and subsequent ones until the
  situation feels answered by everyone in the session. 
  Divination 
  Once the situation is resolved. 
  We zoom out and do the following. 
  Past: Advancement
  Present: How the situation relates to the Unifying Theme.
  Future: What is portent of things to come.  What does the
  group want to see in the next session. 
   
  1.
  2.
  3.
  30
  
  Divination
  Past: This phase the players claim if they hit
  either of their advancement triggers. If they do
  follow those steps. Collect the cards from the
  table as you talk about hitting your claim.  
  Present: The Players discuss how this session
  relates to their Theme's question. 
   
  Future: The players discuss what they're
  excited to do next or, if they have completed
  the unifier quest or are ending the session the
  GM sets the epilogue. The epilogue is the last
  scene painted with no conflicts as an overview
  of the campaign and how it ended and what
  might happen in the future. Each should
  contribute on where their Artifact has ended up
  in realation of this final scene.  
  31
  
  Example Meanings
  Bunjil,David, Muhammad, Hayk, Ce
  Acatl Topiltzin, Śakra, Gwydion, Ptah-
  hotep, Beowulf, Tyrrhenus, Ilmarinen,
  Prometheus, Hunor and Magor,
  Viracocha, Karna, Red Horn, Apanuugak,
  Kintarō, Iktomi, Kukulkan, Enkidu,
  Bödvar Bjarki, Changing Woman, Kaknu,
  Nanabozho, Kaveh the Blacksmith, Māui,
  Aeneas, Dažbog, Yanauluha
  Hero Names
  Chaos, War, Peace, Order, Law, Unrest,
  Love, Sex, Infatuation, Jousting,
  Invention, Alchemy, Science, Debate,
  Thievery, Double Cross, Business,
  Gambling, Grace, Spying, Silver tongue,
  Craftsmanship, Scouting, Dragon Slaying,
  Carelessness, Zealotry, Conviction,
  Commanding, Sailing, New lines of
  thought, Saving your work. 
  32
  
SOURCE: textdata/thevault/Artifacts of the Tarot/Queen of the Throne.pdf