Re: Problems with a player's 100 words

From: Jane Williams <janewilliams20_at_...>
Date: Sat, 16 Dec 2006 21:43:09 +0000 (GMT)


Me:
>>  He always wants to be

> > more powerful than the other PCs, and to dominate
> > other PCs and other players - the latter can be a
> > problem.

LC:
> Can be? He'd never play in a game of mine. I don't
> mind dominating the other
> PCs when it works to give good stories for everyone.
> The moment you start
> pushing other players around, you're asking to be
> politely shown the door.

How damaging it is depends on how pushable the other players are. I'm not very, I shouldn't imagine Mike will be when (not if) the pushing starts.

> > He did arrange for the retirement/assassination of
> his
> > previous PC on the grounds that it was impossible
> to
> > GM, after all.
>
> I did that once. Although it wasn't impossible to
> GM, it just was
> fundamentally opposed to the rest of the party in
> tone, and so became more trouble than he was worth.

This was a Humakti who just wanted to kill things and didn't care about the long-term consequences. Amusing in a way, but too cardboard to be much fun and too damaging to the group as a whole. So the new PC (with a bit of help), killed him.

> (He showed up about a year later as an NPC working
> at cross-purposes to the
> PCs, which was a lovely touch by the GM.)

Nice!  

> True. I think it is the lack of subtlety that is so
> irritating about this. :)

Yes, could be.  

> > Yes! We're trying to convince him that HQ is *not*
> > limiting. He doesn't like the fact that in RQ you
> > could just "do" all the relationships and so on,
> but
> > here you can only have them by spending points.
>
> So he chose to write a narrative where he has no
> relationships?

The relationships come out of the backstory - and the 100-word narrative is not back-story, I'm told. His strongest relationship at present is probably with those symbiotic ancestral spirits. They apparently used him as a lifeboat when a Lunar priestess decided to convert the entire household to the Lunar Way, killing his dad and driving his mum insane in the process: sort of benevolent possession. All of them are named, have personalities and descriptions, and spend a lot of time chatting to him.

Next strongest relationship is probably to his regiment: what's left of it. (That's the rest of the PCs, more or less). That comes out of the keyword.

He's busy trying to develop more relationships in game.

>> Only the more I look at

> > that 100 words, the less able I feel to explain
> what
> > the 100-word narrative is actually for.
>
> This 100-word narrative? Or 100-word narratives in
> general?

For me, 100-word narratives in general. The more I think about it, the more confused I get. I'm left with the conclusion that it's a means of obtaining extra abilities beyond those in the keywords so as to write them on your character sheet with a number that says "I'm crap at this, but at least I've heard of it". It is very unlikely to describe the PC in anyway that anyone would recognise, because if it doesn't give you a useful ability, you don't write it down there.

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