Re: Three Worlds headaches

From: Ian Cooper <ian_hammond_cooper_at_...>
Date: Sat, 11 Oct 2003 15:01:12 -0000


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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