Difference between revisions of "Talk:Character creation"

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--[[User:BenofZongo|BenofZongo]] 20:57, 25 February 2007 (MST)just dicking around really: I try not to do too much system work when I'm not GMing, but if I have an idea I like, I want to put it down somewhere.  I'm not planning a one shot, but I will probably use some variation of these rules for whatever I run next as a campaign.
 
--[[User:BenofZongo|BenofZongo]] 20:57, 25 February 2007 (MST)just dicking around really: I try not to do too much system work when I'm not GMing, but if I have an idea I like, I want to put it down somewhere.  I'm not planning a one shot, but I will probably use some variation of these rules for whatever I run next as a campaign.
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--[[User:BenofZongo|BenofZongo]] 12:28, 3 March 2007 (MST)Gabe, Dieter and I tested this group/character creation system last night (070303) and I think it worked basically the way I wanted it to (Gabe, Dieter, thoughts?).  I definitely intend to use some variation of it the next time I'm up as GM: when that happens, I'll adjust the system to fit the Genre somewhat (if that's not possible, I guess it'll have to wait), and we'll run through it once or twice as a group so people get a feel for it, and then do it "for reals".
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--[[User:Dieterthebold|Dieter the Bold]] 16:00, 3 March 2007 (MST) It was a fun bit of collaboration that led to some very serious storylines involving the whole group and members of the group. By the time we were done, we had a pimpin' ship, serious booty, an overall decent rep and tons of hooked webwork with each other. We also had some serious injuries and more than one pissed off faction at us. We ran the gamut from top high point character that could have been an astronavigator to someone with a 2 who would have been a min-maxed combat monster, but would start play with a full 10 Fate Points. The creation method really did get the whole group invovled right from the getgo and created a whole background and background characters that were interesting and believable.
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--[[User:Dieterthebold|Dieter the Bold]] 19:50, 4 March 2007 (MST) I would also like to note, although it may have been clear to everyone else, but wasn't to me, that astronavigation is 100% safe with an astronavigator. Someone could try jumping without one, but it's suicide without the beacon system. With an astronavigator, it's 100% safe, and also pretty much the only way to make serious money in inter-system work.
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--[[User:BenofZongo|BenofZongo]] 21:48, 4 March 2007 (MST)Not entirely true, but close:  IF you have a jump drive, and try to jump without a psychonavigator, you will die.  IF you have both a jump drive and a psychonavigator and time to plot your course, you can jump safely.  If you lack the time, it gets very risky.  Conventional drives are used to cross the intervening space (as matt said, all you really need is enough fuel for the initial acceleration), it just takes forever (months), so these convoys are composed of huge interstellar freighters capable of making the trip worthwhile.  For a small ship, the only reason to make the trip without a jump drive (meaning for everyone but a handful of ships in the Gemini) is for serious loot (like selling a precursor artifact you found in Castor on a Pollux world, for instance).
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--[[User:Gdaze|Gdaze]]--  I thought the system was pretty fun.  It was interesting to come up with stories on the fly.  Although knowing the world better may have made it a bit easier to come up with stuff.  Neat system though, I think it could work for the Hero system as well.
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--[[User:BenofZongo|BenofZongo]] 11:57, 5 March 2007 (MST)World detail will be much expanded if we ever get around to a one shot.
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--[[User:BenofZongo|BenofZongo]] 02:56, 31 March 2007 (MST)Made a small mistake for the "bonus round" and extra cards: the GM does get to play, just a limited number of cards: one for the bonus round, and a single play (of the regular amount of cards) for extra remaining cards.
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--[[User:Edmiao|Edmiao]] 22:42, 4 April 2007 (MST) good idea on the story point limits cuz i would totally hoard cuz i'm the motherfuckin juggernaut bitch!  yeah,  I am back! Let the rape party begin! The Juggernaut just got off house arrest and I just fucked She-Hulk and fucked around and caught athletes foot, but it's cool cause I fucked her in the ear and gave her hearing aids cause I'm the Juggernaut bitch!
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--[[User:Gdaze|Gdaze]] 09:57, 5 April 2007 (MST) Wow... that was... off the wall Ed.
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ANYWAY.  Ben, I'm not sure I get the storytelling max thing.  So that number next to the card is the maxium what... number of cards you can play into stories total?
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--[[User:208.146.45.110|208.146.45.110]] 10:26, 5 April 2007 (MST)No, sorry about not making it clearer.  That is the maximum storytelling attribute you can have on your character sheet at the end of character creation.  Basically, if you draw a 6, you have 8 Fortune points.  You could, the way I had it before, you could keep all of them, not spending any in the prologue or to get out of "by GM approval" things or secrets or what have you, and then have a character with an "8" for storytelling: ie, 8 rerolls a session, 8 "get out of being horribly killed, etc.  This way, the most they can have is 6, which is still a lot, but just not quite as much.  I really only want very low characters to have a buttload of these points, so I decided that I would put caps on it so that people would still have fortune points to spend, but that they couldn't just hoard them to max out their storytelling trait.  Make sense?
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--[[User:Gdaze|Gdaze]] Ah yes, much clearer!  I think that system is fine.  Personally, if I have a low card, or have had one, I've always tried to limit myself to 3 points spent max.  So being forced to spend 2 is very accectable.

Latest revision as of 12:13, 5 April 2007

--Edmiao 20:05, 25 February 2007 (MST) Are you still developing this system for sometime when we might play it in the far future or as a one shot?

--BenofZongo 20:57, 25 February 2007 (MST)just dicking around really: I try not to do too much system work when I'm not GMing, but if I have an idea I like, I want to put it down somewhere. I'm not planning a one shot, but I will probably use some variation of these rules for whatever I run next as a campaign.

--BenofZongo 12:28, 3 March 2007 (MST)Gabe, Dieter and I tested this group/character creation system last night (070303) and I think it worked basically the way I wanted it to (Gabe, Dieter, thoughts?). I definitely intend to use some variation of it the next time I'm up as GM: when that happens, I'll adjust the system to fit the Genre somewhat (if that's not possible, I guess it'll have to wait), and we'll run through it once or twice as a group so people get a feel for it, and then do it "for reals".

--Dieter the Bold 16:00, 3 March 2007 (MST) It was a fun bit of collaboration that led to some very serious storylines involving the whole group and members of the group. By the time we were done, we had a pimpin' ship, serious booty, an overall decent rep and tons of hooked webwork with each other. We also had some serious injuries and more than one pissed off faction at us. We ran the gamut from top high point character that could have been an astronavigator to someone with a 2 who would have been a min-maxed combat monster, but would start play with a full 10 Fate Points. The creation method really did get the whole group invovled right from the getgo and created a whole background and background characters that were interesting and believable.

--Dieter the Bold 19:50, 4 March 2007 (MST) I would also like to note, although it may have been clear to everyone else, but wasn't to me, that astronavigation is 100% safe with an astronavigator. Someone could try jumping without one, but it's suicide without the beacon system. With an astronavigator, it's 100% safe, and also pretty much the only way to make serious money in inter-system work.

--BenofZongo 21:48, 4 March 2007 (MST)Not entirely true, but close: IF you have a jump drive, and try to jump without a psychonavigator, you will die. IF you have both a jump drive and a psychonavigator and time to plot your course, you can jump safely. If you lack the time, it gets very risky. Conventional drives are used to cross the intervening space (as matt said, all you really need is enough fuel for the initial acceleration), it just takes forever (months), so these convoys are composed of huge interstellar freighters capable of making the trip worthwhile. For a small ship, the only reason to make the trip without a jump drive (meaning for everyone but a handful of ships in the Gemini) is for serious loot (like selling a precursor artifact you found in Castor on a Pollux world, for instance).

--Gdaze-- I thought the system was pretty fun. It was interesting to come up with stories on the fly. Although knowing the world better may have made it a bit easier to come up with stuff. Neat system though, I think it could work for the Hero system as well.

--BenofZongo 11:57, 5 March 2007 (MST)World detail will be much expanded if we ever get around to a one shot.

--BenofZongo 02:56, 31 March 2007 (MST)Made a small mistake for the "bonus round" and extra cards: the GM does get to play, just a limited number of cards: one for the bonus round, and a single play (of the regular amount of cards) for extra remaining cards.

--Edmiao 22:42, 4 April 2007 (MST) good idea on the story point limits cuz i would totally hoard cuz i'm the motherfuckin juggernaut bitch! yeah, I am back! Let the rape party begin! The Juggernaut just got off house arrest and I just fucked She-Hulk and fucked around and caught athletes foot, but it's cool cause I fucked her in the ear and gave her hearing aids cause I'm the Juggernaut bitch!

--Gdaze 09:57, 5 April 2007 (MST) Wow... that was... off the wall Ed. ANYWAY. Ben, I'm not sure I get the storytelling max thing. So that number next to the card is the maxium what... number of cards you can play into stories total?

--208.146.45.110 10:26, 5 April 2007 (MST)No, sorry about not making it clearer. That is the maximum storytelling attribute you can have on your character sheet at the end of character creation. Basically, if you draw a 6, you have 8 Fortune points. You could, the way I had it before, you could keep all of them, not spending any in the prologue or to get out of "by GM approval" things or secrets or what have you, and then have a character with an "8" for storytelling: ie, 8 rerolls a session, 8 "get out of being horribly killed, etc. This way, the most they can have is 6, which is still a lot, but just not quite as much. I really only want very low characters to have a buttload of these points, so I decided that I would put caps on it so that people would still have fortune points to spend, but that they couldn't just hoard them to max out their storytelling trait. Make sense?

--Gdaze Ah yes, much clearer! I think that system is fine. Personally, if I have a low card, or have had one, I've always tried to limit myself to 3 points spent max. So being forced to spend 2 is very accectable.