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Character Jumpstart Idea for Simple Fun

 
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tinypoisonousfish



Joined: 11 Jun 2007
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Location: Arc of Nine Beyonds

PostPosted: Tue Jun 12, 2007 3:24 am    Post subject: Character Jumpstart Idea for Simple Fun Reply with quote

I've used this method for jumpstarting new characters quickly, especially for introducing new players to gaming (or cured the indecisive player) and throwing jaded ones a curve ball. I always run it as a stripped down version of D&D.

Each descriptor represents one of the eleven core classes in the PHB. Other descriptors can of course be substituted.

Below are eleven traits, each representing the core nature of a protagonist type. Each is reflected in character class and skills. Choose one for your PC’s nature, their basic personality. Not every type is entirely capable in every situation, but so long as they stick to their nature, they will achieve better results; i.e. the GM will literally skew the dice in the player's favor when they follow their “shtick” (lower the DC.) Moreover, a PC might not always NEED to use their nature in a given situation where dice are needed. For example, an Elusive protagonist might just as easily be straightforward and honest with an NPC if it warrants (using Diplomacy instead of Fast Talk or Bluff) and get great results. This choice of actions is dictated by the player perceiving what is going on and deciding the proper course of action.

However, your skills and talents are based off of your nature, and when combined with a suitable persona, provided you keep your nature in mind per your interpretation, you will gain a strong picture of a very effective character.

And now to choosing:

1.) Primal
You are tapped into the primal essence of your being and reflect it in your actions. This is perceived by others as noble, backward, or even threatening...
(Vigorous and Resilient)

2.) Survivor
Whatever situation you are put into, you understand natural systems and will eke out an existence to ensure you continue to thrive by wits and strength.
(Vigorous and Insightful)

3.) Elusive
Yours is the strategy of entropy, that all systems and rules can be bent, manipulated or broken. One can survive by these traits, but often propel themselves much further.
(Fleet and Clever)

4.) Disciplined
Strength of will, insight and regimen makes you a force to be reckoned with in many situations.
(Insightful and Fleet)

5.) Pious
The path of enlightened thought and logical principles guide you through the toughest situations life has to offer.
(Insightful and Compelling)

6.) Gallant
A clean regimen and the side of right shield you from the ills of the world. Victory to the just and righteous.
(Vigorous and Insightful)

7.) Cryptic
Hidden knowledge and intrinsic understanding define your path. These things define the principles of reality, and as a student of these tenets, you hope one day to become their master, and thus master of yourself.
(Clever and Fleet)

8.) Willful
It is one’s will that is projected onto the world, bringing wanted change in every situation, sometimes to the highest degree. This is the key to control of one’s environment.
(Compelling and Clever)

9.) Vigilant
Whether you prepare and build for positive changes in life or guard against coming threats, perception, physical adaptation, and strategy are what you use to thrive.
(Vigorous and Resilient)

10.) Eloquent/Romantic
Wherever you go, you’ve realized that all folk enjoy a genteel hand and a refined tongue. Yours is a method of imaginative skills, if not downright elegance.
(Compelling and Fleet)

11.) Naturalist
You understand that nature is built on systems, which thrive on stasis and equilibrium. Your gift is finding, understanding and applying these principles to your advantage.
(Insightful and Clever)

Next step
The choice above already gives you your two primary descriptives from the list below. Choose two secondary and two tertiary pairs,and now the stats are done!

Primary: 16-18 (D2)
Secondary: 13-15 (D3)
Tertiary: 10-12 (D3)

Points could easily be assigned to this system.

Vigorous (Str)
Fleet (Dex)
Compelling (Cha)
Resilient (Con)
Insightful (Wis)
Clever (Int)

Players now have a pretty good idea what their character's personality and nature is about. I usually ask players to choose their professions, which determined what their resource was (after looking up comparable jobs and salaries.) Once this is done, you can surprise them with their character class.

Example: I started a modern campaign in my 'Fort Lauderdale/Strangeland' setting, with veiled arcana/high weirdness in the background, sometimes light, others full blown "Invisibles" scenarios("Name your master and strike!")

One player chose Willful, describing a mechanic recently moved to Hollywood Beach from NYC, named (catch this) Deano Carvino. It was hokey yet understated enough that everyone liked the name,and it stuck easy. The player also had a good handle on Deano before he ever knew his class (Sorcerer) and even disagreed with the choice after I told him - but he grew into it quickly. Every time Deano played up his shtick, I lowered the DC. Like racing in his tricked out muscle car to save Ariadne Dowell, the NPC contact/Computer whiz from a doppelganger disguised as a cop (she was also an unwitting sorcerer with spider themes. Her magical keyboard and magical programs were a hoot, alchemical and Tattwa elementalism symbols all over it, great stuff.)

Anyway, this Task res. exchange remained largely unspoken. I just asked him to describe what good ol' Deano did, and many times rolled for him behind the screen (some players strangely favor this over rolling themselves.) It was a blast and made for a great story. Especially when they were framed, captured and thrown into prison, only to be traded for magical tattoo ink from a white power gang to a Haitian houngan who eventually helped them escape.

I look forward to using it for my next Arcanis home game. Anybody else got any jumpstart tips?
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StatMonkey
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PostPosted: Tue Jun 12, 2007 1:26 pm    Post subject: Reply with quote

Well I will jump in here

When I start up a home game there are two things I shoot for

1) Party Unity
2) Character Driven plots and sub-plots.

#1: Party Unity

I have run three Arcanis home games, and I have found some simple truth...

Make sure the party has a good reason to be... well... a party.

I like to have a character creation night where we all sit down and see how the characters fit, how they meet, and why they are such good friends (would you run into a cave filled with voiceless ones with anyone but your best friends? Would you trust “just anyone” with a secret?)

#2: Character Driven Plots & Sub-Plots

One trick I like to use is to have each player list three personal goals (which I keep away from the eyes of the other players) you will be surprised how many times you will find some common threads, allowing you to create personal plots & sub-plots which the players/characters have a vested interest in.

But don’t forget the tension you can create with two good friends, reaching for opposite personal goals…


Pedro C Barrenechea
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TypoPanther



Joined: 11 Jun 2007
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PostPosted: Wed Jun 13, 2007 6:19 am    Post subject: Reply with quote

~starts taking notes for whenever I actually a DM...~ I really like that personality chart thing, keeps someone from focusing on the stats and instead on how they will play...

Actually, one game that I'm playing is going really interestingly so far. Pretty much our GM didn't allow any of the players to know what the others were playing, and threatened to make us create another character if we blabbed.

Of course, he tweaked it so our 'real minds' got transfered into the bodies of the characters we created (co-existing with the character we created) so the unity of our party is based on the 'out of character' friendships we have as a gaming group (well, it's based in a forum, so as far as that goes, haha).

I think it's a really cool concept. We did end up with a fairly diverse group, so it's not like there are 4 fighters.

Of course, once I start DMing, since I prefer roleplaying over combat focus, I think I would want to create tensions between the characters instead of them being a cohesive whole. At least once in awhile. I think playing an adventure where you don't really know if the spellcaster behind you is going to help you when you charge into battle or not.
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StatMonkey
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PostPosted: Wed Jun 13, 2007 1:11 pm    Post subject: Reply with quote

TypoPanther wrote:
Of course, once I start DMing, since I prefer roleplaying over combat focus, I think I would want to create tensions between the characters instead of them being a cohesive whole. At least once in awhile. I think playing an adventure where you don't really know if the spellcaster behind you is going to help you when you charge into battle or not.


Be careful about that...

I had one Arcanis home game end very badly as one characters betrayed the party…

The campaign dealt with one of the Devil Kings, I didn’t expect the cleric of Anshar to join the devil king and turn on his friends (leading them into a trap) causing a TPK (well except for him)… The players where never the same after that (the way he betrayed them was nasty, he found out every one of the characters fears and weaknesses and used them to amazing effect. It was epic yet it was pure evil…) some of them refuse to play with that player again…

As a GM I give the characters total freedom to do what they want, I temp them with the easy way, and play on there characters morals (I love pushing characters to the edge… when you do that a good role-player will see their character grow and change before their eyes.)

Pedro C Barrenechea
Paradigm Concepts
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TypoPanther



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PostPosted: Wed Jun 13, 2007 5:44 pm    Post subject: Reply with quote

Good point... I probably wouldn't want to get it too evil like that unless every single person playing that adventure knew that kind of treachery could happen. If only one person decides to pull a stunt like that, it's a bit different than people having conflicting motives about a goal.

Oh well, I'm sure I would have much to learn. I'm still learning how to be a player! Oi!
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StatMonkey
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PostPosted: Wed Jun 13, 2007 7:18 pm    Post subject: Reply with quote

TypoPanther wrote:
Good point... I probably wouldn't want to get it too evil like that unless every single person playing that adventure knew that kind of treachery could happen. If only one person decides to pull a stunt like that, it's a bit different than people having conflicting motives about a goal.

Oh well, I'm sure I would have much to learn. I'm still learning how to be a player! Oi!


Being a good GM takes an open mind, and experience... we all trip up along the way..

The good GMs are the ones that never give up, and always try to make there current game better then the last.

There is a book I read a little back.. Every GM should read this..

Play Dirty: Time to Take Off the Kid Gloves by John Wick

if you pick it up at Origins, tell him his friends from PCI sent you Surprised)
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Pedro C Barrenechea
Paradigm Concepts, Miami
And all you need to know about Arcanis
New player: "You know, I'm not really sure we *should* win. I'm not sure we made the right choice."
Veteran player: "Welcome to Arcanis!"
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TypoPanther



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PostPosted: Wed Jun 13, 2007 7:22 pm    Post subject: Reply with quote

Unfortunately no Origins for me.

Also, there is a group that is running a GM training thing in a few weeks here in Colorado that I'm probably going to go too... It's like $20 with a $5 refund if I judge at Tacticon or something like that. Seems like a good opportunity.

I'm also going to try running a mod online on a forum, not quite the same experience as running a table, but should be fun...
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tinypoisonousfish



Joined: 11 Jun 2007
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Location: Arc of Nine Beyonds

PostPosted: Thu Jun 14, 2007 2:09 am    Post subject: More Fun with Players Reply with quote

[
Quote:
quote="TypoPanther"]~starts taking notes for whenever I actually a DM...~ I really like that personality chart thing, keeps someone from focusing on the stats and instead on how they will play...


Yeah, it's pretty interesting to see the reactions, even from seasoned players. Pete mentioned three character goals, which is also a good one.


Two thing I like to do to play with PCs minds, works on some, others not so much. First thing: This works best with one or two players, but I've used it with more. No plot really, just use a game setting I'm realy familair with (Sicaris, Fort Lauderdale/Strangeland, whatever.) REAALLY powerful magic item or better, NPC in loyal servitude. Just shows up and does whatever the player says unto death. I like to see how they take it and/or use it, determines if they have a good grasp on the character, since their choices kind of depict that. Then there's the "Why me?" thing. What's the NPC's real deal? (9 out of 10, it was genuine, but I didn't tell them that.)

The other thing is making totally mundane and safe things seem dangerous, or even better, outre and creepy. Nothing was better than an Uber-Tank bounty hunter fleeing an everyday inn from subtle tension of my getting all David Lynch in describing typical ho-hum scenes, heheh! Nothing more than the player's imagination. They really creep themselves out with the "unexplained." (of course. Nothing there to explain, but try telling them that, lol!) I've made some great horror scenes like this too, or used it for misdirection.

As to inter-character tension, I've got a bunch of whackos I game with, so there's already plenty of that. Hell, in the first Strangeland game I played in a long time, the characters all got themselves arrested! You should've seen the player (not the character) jump when I described what his character saw looking casually through an Asatruar witch's holed stone - an invisible doppelganger standing right behind another (oblivious) PC across the table. (Doppelgangers were extraplanar aliens in that setting, basically unseelie faeries.) The first guy drew his gun, the other guy didn't make his Int check, followed suit...all while they were in someone else's house, whom they'd just met, btw. And that's not even what got them arrested!

It was hilarious,a great game session.

Oh yeah, speaking of switching bodies, here's another great trick (also works when a player can't make it and hooks up to play w/you solo later.) I'll preface by saying that I often end my games at spine tingling cliff hanger moments in usual TV serial fashion - players always groan, but leave 'em wanting more, as they say.

Anyway, run a normal session, realtively active one is best, then wrap it up by the PC drifting off to sleep (it's even better if the player feels the tension, because they think they'll be ambushed or something. They will be, but they won't be ready for this, heheh.)

Describe the character drifting off. Suddenly they feel someone shaking them awake with urgent news, but they're bleary and can't fully understand what this person is saying, as if it's another language (heh, in a way, it is.) The character opens his/her eyes and sees the waker, a woman in uniform, shaking him is telling him "the Tarians are attacking, Sir" (or whatever.) The PC looks at him/herself, and they're a high ranking commander of some kind, asleep in an underground bunker, distant explosions and vibrations, etc. Then end the game. Really messes them up.

The next time they play, they're awake again, can't recall their dreams exactly (You can also skip a game or two before it happens again.) If they ask you, be cryptic and drop allusions, but that's all. The player will of course attempt to experiment, fall asleep to see if it happens again, of course. When it does, they've done all manner of (pre-scripted) things in their previous visit, heh, and you as GM decide which game to play from then on (or both, sometimes simultaneously.) Are they astrally projecting? Madly insane? Ultrapowerful dreamers? Being messed with by witches/demons/astral aliens? (or my personal fav, a potent psionic, but only while asleep.) They'll be wondering what the hell's going on the whole time, and yet a story's being told, so they'll keep going as long as they have some idea and gain more and more insight, and/or control.

Once I ran a game like this in the modern day. Each player created a character with the descriptive system I showed before, got a grasp on their character, real normal types, not SF commandos or cops or anything like that. When they went to sleep, this happened. In their dreams, they'd face all manner of adventurers, and when they awoke, they'd feel good or bad depending on what happened,and recall them if they concentrated. But then they'd do normal things in life: go to work, or look out their car window, and swear they'd seen that person before....
What they did in the dream world started affecting the real world, and in time everyone figured out who everyone else was - and who the "villains" were (some were actually despicable people, others were simply competitors and whatnot in the rat race.) It was all very symbolic,and a sort of code or language was laid down that they began to grasp. When they started to bend reality law, things really got interesting.

Another slight variation of this I heard about was a guy who ran a player (catch this) minute for minute for 17 hours of his character's normal life. Then without warning, as the PC was crossing the street, WHAMMO! A falling spaceship fel on him and he got his powers... Too long a time for me (slackers. Who has 17 hours?) But it's a GREAT idea. Lull them...and then bend their pencil mercilessly. What an intro game.

Anyway, this is pretty long.

Scott
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EricGorman



Joined: 12 Jun 2007
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PostPosted: Sun Feb 24, 2008 9:32 pm    Post subject: Re: Character Jumpstart Idea for Simple Fun Reply with quote

tinypoisonousfish wrote:
I've used this method for jumpstarting new characters quickly, especially for introducing new players to gaming (or cured the indecisive player) and throwing jaded ones a curve ball. I always run it as a stripped down version of D&D.

Each descriptor represents one of the eleven core classes in the PHB. Other descriptors can of course be substituted.

Below are eleven traits, each representing the core nature of a protagonist type. Each is reflected in character class and skills. Choose one for your PC’s nature, their basic personality. Not every type is entirely capable in every situation, but so long as they stick to their nature, they will achieve better results;<snip>


Hey TPF,

I've thought about this post off and on for a couple of months. Your system reminds me an aweful lot of the old Ultima 4 game for the Apple IIe I used to play as a kid waaayyy back when. In Ultima 4 they started off by asking you (the player) concrete questions about situations that involved 2 of (8?) philosophical ideals. For example you might be presented a short situation that made you choose between valor and humility. The quality you most embodied controlled what class you were in the game. Valor = fighter, honesty = mage, humility = shepard etc.

Anyway I was wondering what you'd do if a player looked at the 11 options and said..."You know none of them quite capture what I want to be all about. What about a 'Humanist' dedicated to collecting, teaching and using the greatest works of mankind to leverage your community to a better place.' I'm not really sure what cardinal abilities (clever, compelling or insightful) would match up to that."

Would you try to create a 12th class? Would you fit it into one of the other classes? If yes are there any guidelines you'd use in making that decision. By turns I could see turning that into Cryptic, Disciplined, Pious or Willfull - but am not entirely sure what I think would be the best fit.

Just curious.

-Eric Gorman
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tinypoisonousfish



Joined: 11 Jun 2007
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Location: Arc of Nine Beyonds

PostPosted: Fri May 15, 2009 4:26 am    Post subject: Re: Character Jumpstart Idea for Simple Fun Reply with quote

[quote="EricGorman
Hey TPF,

I've thought about this post off and on for a couple of months. Your system reminds me an aweful lot of the old Ultima 4 game for the Apple IIe I used to play as a kid waaayyy back when. In Ultima 4 they started off by asking you (the player) concrete questions about situations that involved 2 of (8?) philosophical ideals. For example you might be presented a short situation that made you choose between valor and humility. The quality you most embodied controlled what class you were in the game. Valor = fighter, honesty = mage, humility = shepard etc.

Anyway I was wondering what you'd do if a player looked at the 11 options and said..."You know none of them quite capture what I want to be all about. What about a 'Humanist' dedicated to collecting, teaching and using the greatest works of mankind to leverage your community to a better place.' I'm not really sure what cardinal abilities (clever, compelling or insightful) would match up to that."

Would you try to create a 12th class? Would you fit it into one of the other classes? If yes are there any guidelines you'd use in making that decision. By turns I could see turning that into Cryptic, Disciplined, Pious or Willfull - but am not entirely sure what I think would be the best fit.

Just curious.
[/quote]

I've never run across that yet, but in that case I'd still likely find a match on the list. Some classes fit this concept better than others right off. It might require a few more questions about the player's concept, but they'd probably have a stronger character as a result.

The most important part is that the player has a strong character concept foremost,and as stated above, I modify DC based on the PC's actions and their concept - shtick, as it were, although there should be more to the character than that, of course, at least later as they develop. If the player were impartial to what they played and just wanted to be "Humanist," it probably wouldn't matter to them much anyway what their class is.

One player I had made his concept first per usual (a chatty NYC auto mechanic) and he chose Willful, so a sorcerer. He didn't agree with the choice once he learned the class, but I explained how I thought it was perfect; he was very social (and auto shops tend to have a great cross-caste of people )and working on cars, while requiring some technical skill, is tactile and often based on instinct. He ran with it and understood what I meant. It was a great fit.

Another player chose a Wildlife officer and happened to choose ranger. It looked good at first, but he based his character too much on his job, rather than concept. Once the PCs went to jail and he was no longer employed as such, he thought his concept was ruined. I would've run with it and changed the PC w/the circumstances, but he just didn't get it.

Anyway, hopefully that answers your thoughts.
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