Difference between revisions of "Exposure Character Generation"
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− | + | *Would it have been OK for our memories to have included one another, or were we starting out as strangers? | |
− | + | *Could we have had memories of being part of a hidden cult with secret knowledge? Then backed them up with Allies/Status/Contacts Merits and the Occult skill? |
Latest revision as of 21:38, 14 June 2012
--Dieter the Bold 20:37, 14 June 2012 (MST) Some reflections and hopefully constructive criticisms on the Exposure chargen:
I think some more in-depth mechanics discussion at the beginning would have been useful to help get people in the right story/world-building mindset.
1) Explain the nWOD character generation and make clear that this is what is happening, except you're setting up a story situation that will give us ample opportunity to build characters we want via our choices.
2) When rolls come up, Players should only offer memories they are willing to have true or willing to turn out false.
3) Memories must have a four parts: Chronological (when in your life is this happening), Locational (where is this happening), Existential (what do you want and how are you trying to achieve it) and Importance (why is this memory important to you). The Chronological aspect should be done in relation to your other (true) memories. Your first memory can be set whenever.
4) As there are limits to how many dots can go into each group of characteristics, choices (rolls) that players make can force them into certain configurations (4th dot in a group? Then it's obviously not your Tertiary).
5) No shuttling around of dots is allowed after the story portion is over.
6) Construct the story so that rolls are encouraged, but not forced.
7) The players should be forced to traverse and encounter the whole of the adventure area through a generally similar path. Doesn't have to be a railroad, but shared (not necessarily simultaneous) challenges & experiences would better tie the group together
8) Try and have rolls carry through as much as possible, so each roll is for some unique choice or aspect (regardless of whether it's another Strength/Intimidation option). This also allows for successful rolls to give dots in both an Aspect and a Skill, while failed rolls give one dot in either of the options.
9) Allow for a character to make it through the whole story by working around obstacles that appear without resorting to rolls (or very many rolls). This avoids penalizing players who aren't entirely sure how to handle the process or can't get a good image in their mind.
10) Perhaps have a number of aspects prepared equal to the players and hand them out secretly after the story portion is complete. *Most successful rolls with Memories= Stable Mind that resists illusion & misdirection well but is also more closed off to the supernatural, *Least successful rolls with Memories= Fluid Mind that has an easier grasp on the supernatural but a greater susceptibility as well, *Most rolls= Bonus to initiative/leadership, *Fewest Memories Offered= Bonus to occult power (but not knowledge) reflecting untapped potential, etc.
Other thoughts:
- Would it have been OK for our memories to have included one another, or were we starting out as strangers?
- Could we have had memories of being part of a hidden cult with secret knowledge? Then backed them up with Allies/Status/Contacts Merits and the Occult skill?