Forum changes: Editing of posts has been turned off until further notice.
Started by Paul Czege, November 13, 2003, 03:48:09 PM
QuoteSo even though the characters were hardly defined at all, somehow half of them were seriously miscast. It seems to me now that my critical mistake was thinking "define through play" was synonymous with "define yourself in response to delivered antagonism." Despite the uber-sketchiness of starting characters, players still have preferences embedded in them that they're not going to compromise.
QuoteAnd this I place at the feet of EPICS: preserving antagonists is godawful hard. It was, honestly, a pain in the ass across all the characters' storylines. If you give an NPC a high Influence, a PC pretty much can't do anything to them...can't hit them in combat, can't tell a lie to them and have it be believed, can't threaten and get them to back down, nothing.
QuoteSo, what's the solution? Maybe it's a combination of things. Matt Gwinn suggested NPCs could be preserved better by having more Survival Points than just (Influence x 2) + Power.
QuoteRegardless of whether the character has enough Survival Points to soak it, pay them to take the wound.
Quote I like the "define through play" aspect of the game, but it produces such sketchy starting characters that they fail to capture the interest of the audience of other players. As a group, we've had a lot of success with the way group character creation and Kicker mechanics prime everyone to be interested in the stories of the various characters. EPICS, however, gave us starting characters that lacked a meaningful suggestion of theme-addressing protagonism. And further definition of them through play, over the course of three sessions, hardly made a dent in the yowling void of how boring the characters were.
QuoteWhen I discussed the issue with Ron, he suggested I might just throw a torrent of adversity at the characters...
QuoteDid you design EPICS because you believe detailed character backgrounds prevent characters from being entertaining in play? Did you get annoyed with the "my guy" thing, where a player justifies character behavior by pointing to their detailed background notes and character sheet and saying something like, "My guy is irritible, so he won't bend his knee to the duke"? Or did you design EPICS because you saw how frustrated players were to have their characters not emerge in play as they'd envisioned them. Did you come to believe that defining a character through play would be more fun and more rewarding as a player?