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Started by Ron Edwards, October 28, 2006, 04:16:53 PM
QuoteThose and similar characters would be kewl, but they wouldn't tap into the setting conflicts - their Keys would just float there and force single-PC spotlight onto them, or be ignored. That is ass and we're not doing it. And on a related note, that also means that native characters who are totally wrapped up in some personal conflict or back-story that has nothing to do with the setting conflicts are also disallowed, for the same reason.
Quotebut the Hero Wars are here now, and guess what, the world no longer makes sense. Let's find out how, and see what the characters will do, and see how the world is thereby re-shaped.
Quotemy question is how you got from those characters in the setting to the situation at the start of play - was that solely authored by you, Ron, or by incorporation suggestions from the players?
QuoteNow we have all these things to talk about in terms of appropriate character creation constraints, and what kinds a game needs for character-situation vs. setting-situation.
Quote... character creation is heavily restricted to people who would be right there and involved in the setting-based conflict in some way. On reflection, you'll see that isn't really all that restricted. Characters can be Ammeni, Zaru, ratkin, or goblin, and they can be positioned in the political conflict any ol' way they want to be, or positioned in the metaphysical setting (i.e. the moon and so on) any way they want to be. That's a lot of room for non-trivial variation ... and it will be relevant, player-driven variation. Say if they ended up being a radical ratkin, a turncoat/rebellious Ammeni ... or a totally submissive Zaru, a traditional Ammeni, and his goblin pet, see how either way, the GM still has to work with what they provided?And now, in that context, the Keys become fun rather than distracting, because they will put Bang-y twists into the situation rather than drag attention away from it.
QuoteCan you talk a bit about your prep? What was in the setting info that made it easy to prep? What was missing that would have been useful? Anything included in the setting info that actually made prep harder? And I mean it in terms of you, Ron, with your history and experiences and so on.
Quote from: Ron Edwards on October 28, 2006, 04:16:53 PMYou should carefully study the geography and cultures of Near some time. I missed a crucial aspect of it; Ben Lehman had to point it out to me. That's all I'm going to say about that here.