wrote:
> --- me1stra <melstra_at_h...> wrote:
>
> > With all of that said, I DO agree with Jeff and the
> > others that 100
> > word narrative character creation is not for
> > everyone. To be blunt,
> > some simply lack the imagination and others are too
> > dependent on
> > rules and structures for tthem to be comfortable
> > with it. To each his/her own.
>
> And some of us find even HW and 100 words and/or lists
> too structured....
>
> No doubt others have been here before me. But I hate
> finding situations like these:
>
> "I've only written 98 words: let me think about it for
> a bit and see if I can't squash two more adjectives in
> there."
>
> "I've got 101 words! Argh! Should I drop 'sure-footed'
> or 'clever'?"
>
> "I'd like to describe the tragic deaths of his family,
> but if I do, I won't have room for any skills"
>
> Or in List mode:
> "I'm not allowed this many skills, am I? Should I drop
> Falernian Wine Connoisseur, or Hates Red Trousers, or
> maybe Sings in the Rain....?"
>
> Relax! So a new character has a few too many skills at
> 12. Do we care? If it gives them more colour and makes
> them more fun to be around, why not? And if it becomes
> clear during play that they *should* have had Hates
> Tall People as well, just add it! But only at 12: no
> extra W-level ones.
Agreed! :)
As the Law say: " if you have no good reasons to say 'No',
say 'Yes'..."
or something like that... :)
Especially in a freeform type rpg.
Pierre.