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Topic: [DitV] Character generation and a positive sign
Started by: ffilz
Started on: 8/16/2006
Board: lumpley games


On 8/16/2006 at 4:04pm, ffilz wrote:
[DitV] Character generation and a positive sign

We wrapped up a frustrating RuneQuest session early last night (I'll be posting in Actual Play about that later when I have more time to compose a post). Since next week, we can't play on our usual day, and there is a strong likelyhood that only 3 out of 6 players will be able to make it, I suggested Dogs as a possible fill in next week if it turns out the full group won't be able to make it. Since we had a bit of time, I quickly pitched the setting and we did chargen.

The players: the young learning disabled couple that has been playing with me for 2 years, a player who joined us last year during my Arcana Evolved campaign, and a fourth player (who actually showed up a couple times to AE, and popped out of the woodwork in the middle of the RQ campaign).

We didn't have as much group conversation as I would have liked to see, but the late hour was certainly a major factor. We did negotiate a high supernatural dial, so look for a town submission on the massive supernatural carnage thread.

But the really cool thing - the while I was helping the players who hadn't played Dogs before with their traits (the young couple played in this game (Tower Creek)), the other two were working on their characters. When I asked what the young wife had so far, she actually had three traits written down. One needed a little help, but wow this is so cool to see this player discovering a game that makes sense to her (note that in the Tower Creek run, she suddenly exlaimed "This is just like a soap opera!" and during the Burning Wheel torture test, she at least twice asked why didn't we just play Dogs).

I actually want to try The Princes Kingdom with the young couple because I think the wife might enjoy that even more. I actually floated the idea of TPK with the group last night, but I didn't see a lot of enthusiasm from the other two to play 5-12 year old kids, so I didn't push it.

Of course now I'm getting all excited to run Dogs again (which is a big tell on my own feelings about the RQ campaign...). It will be nice to start countering the fact that I've probably spent more time composing posts in this forum than actually playing the game...

Frank

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On 8/21/2006 at 5:40pm, ffilz wrote:
Re: [DitV] Character generation and a positive sign

In preparation for town generation, I was reading over the character sheets. I'm wondering how I should respond to the young husband's character's traits:

2d10 trained and assisted in many exorcisms
3d8 vast knowledge on physical paranormal entities
1d10 good knowledge on non-physical paranormal entities
3d6 experienced in building contraptions for battling the paranormal (with what's on hand)
1d8 studied the familly journal [ed. his family has a long history with the paranormal]

Relationships:

1d6 Dad (Henry) has the "gift"
1d6 Rival and Cousin (Carie) has other agenda with her "gift"
1d8 Friend

Hmm, I notice no trait or relationship with the dogs. Obviously this character is really focused on the paranormal. I'm curious if that's really a problem, and what things I might do to bring maximum fun to the game?

Frank

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On 8/21/2006 at 6:06pm, oliof wrote:
RE: Re: [DitV] Character generation and a positive sign

No dog trait or no relationship to the dog's organization means that the player is weakening his character 'I am a dog' is a trait one can almost always use in a conflict, and a relationship to the dogs is a good way to help in a group conflict and bring in more dice in the process.

If it's only a one shot, it's probably not that important to have a dog-related trait or relationship.

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On 8/22/2006 at 2:52am, Eliarhiman6 wrote:
RE: Re: [DitV] Character generation and a positive sign

oliof wrote:
If it's only a one shot, it's probably not that important to have a dog-related trait or relationship.


Well, there's the little problem that he CAN'T judge anybody....

This, no matter what is the trait he choose instead, put him in a "supporting role" to the real "stars" of the game.

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On 8/22/2006 at 6:07am, ffilz wrote:
RE: Re: [DitV] Character generation and a positive sign

It's just an oversight. The PCs ARE Dogs, and they DO get to judge. In a way, I agree with Oliof, it's not that big a deal (also easily remedied, and in fact, partly it was a misunderstanding on my part - all cleared up).

Oh, I also noticed the book addressed the issue of does a character have too much supernatural stuff in his traits... Yet again, it turns out the answer to a question is right in the book (heck, it probably even says something about a character who doesn't have a relationship with the Dogs).

I'll be posting an actual play tomorrow. I stumbled on a few things, the session went ok, but it could have been way better.

Frank

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