Forum changes: Editing of posts has been turned off until further notice.
Started by weaselheart, May 02, 2009, 05:38:19 PM
Quote from: Ron Edwards on May 04, 2009, 11:11:15 AM... after character creation, begin with their Kickers. Use those as your primary preparation material, bringing in your stuff to round it out and deepen it.
Quote from: Ron Edwards on May 04, 2009, 11:11:15 AMThe diagrams on the backs of the sheets are a big deal. <...> the diagram is more of an indicator of where the character is at and what he or she is "about" at this time.
Quote from: Ron Edwards on May 04, 2009, 11:11:15 AMThink of every demon as a driving, fully present NPC. The best way to do that is to understand the difference between Desire and Need.
Quote from: Ron Edwards on May 04, 2009, 11:11:15 AMAnd finally, please put aside the Apprentice.
Quote from: jburneko on May 04, 2009, 04:22:15 PMHello.Ambition is VERY important to Sorcerer. It's probably one of the bigger beginner mistakes. People create characters who "stumble" into demons or some how have demons thrust upon them. The game doesn't really support that. In many ways the game is about arrogance. So one of the questions you should ask your players is WHY did your character summon a demon. What was SO important that violating the laws of time and space seemed like a "good idea at the time."...Does that make sense?
Quote from: weaselheart on May 05, 2009, 05:55:40 AMStrangely enough, I've just been back through the rulebook and it's all in there. There's advice about making a character with arrogance and playing demons to the hilt.
Quote from: Christopher Kubasik on August 05, 2006, 01:28:37 AMThe way I look at stories is this:There's this guy. And there's this thing that matters to this guy more than anything. And he's not acting on this thing, because either he doesn't have to because he's kind of got what he wants and there's no threat. Or he doesn't have what he wants, but the opportunity to get it hasn't arrived, and this guy's desire seems improbable anyway.And then SOMETHING HAPPENS. A threat or an opportunity arrives. And BAM! the story begins!
Quote from: weaselheart on May 09, 2009, 07:50:40 PMWhat I mean is, Sorcerer appears to require a character that players are committed to from the off, and with details written down that are important about that character, but many of my players have told me they prefer to make vague characters and see how they develop later. It looks to me that if we think this way we're heading for difficulties.