Re: Character Generation

From: Jamie <anti.spam_at_...>
Date: Wed, 20 Dec 2006 20:53:29 -0000

I think this list of questions method is particularly effective when used as things to think about before or while the player writes out his 100 words.

There seem to be a surprising number of people here that are not keen on the 100 word narrative. I have never once been tempted to use the list method, and only partly use the 'as you go' method, i.e. "you have 10 words left, you can make them up as we go along if you wish".

The narrative method is IMO a perfect balance between back story and character momentum. It gives the player the opportunity to define what it is that makes this character different and interesting. I don't like detailed back-story, preferring to play out the interesting character issues round the table, 100 words limits this pre-play tendency, leaving questions unanswered. It is also great for weaving PC's together, providing links in back-story or showing places where their paths may have crossed.

I was confused by Jane's suggestion that high skills couldn't be gleaned from the narrative. The assignment of the extra 20 points should go some way to helping (10 max per skill), and there isn't a limit on flaws, so you could turn 'Hate Father' into the flaw 'driven by hatred of Father' 5W2. Also to note, not all pick-up skills are 13 as many have suggested. If the skill fits into a keyword, then it starts at 17.

I also never limit the transferred skill, a description in the narrative 'Quick-witted' can be applied to the skill list as 'A Razor sharp wit in the face of danger' if the player so wishes. I use the narrative as a guide, not as a limitation.

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