Re: Three Worlds headaches
Well we generated some Herotling characters for a game last
Thursday. It was a playtest of a forthecoming scenario in the SR
series so we just rolled up list method characters. IIRC, three of
the characters decided to pay the points to become devotees, one
opted to remain an initiate and did not concentrate his magic.
Although Flesh Man gives talents, which would be lost when
concentrating, for those that chose to concentrate their magic I
gave them the following option: If you want to pick a couple of
extra feats, that you learnt as common magic and kept when you
concentrated feel free, if they fit you character conception. So the
huner learnt a couple of wilderness survival feats, and the scholar
learnt one to keep his clothes dry. All handled without pain or
hassle, just co-operation. Remember that there are a lot of places
in character creation that say - negotiate with your narrator, such
as flaws. So I do. The aim is to try and give the player a character
what he or she wants, within the constraints of the world and
balance with the other players. Character creation is not a 'game
within a game' that can be won or lost. As an another example a
character wanted to worship Vogarth the Strong Man. But his
abilities would not be good enough to get the secret and heroform
Vogarth. As Vogarth offers little else I let him initiate to Vogarth
and Orlanth, so that while his character cannot yet heroform Vogarth
his conception of his character as a follower of the dumb but kind
giant could be carried off without adversly penalizing him or the
other players. With a game like HQ the first principle is always to
help not to hinder.
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