Sorry... I don't know what to suggest. I'm rather computer illiterate compared to most of you folks.Originally Posted by Zeropoint
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It seems to work fine for most people. I can send you a copy via e-mail if you want.
Sorry... I don't know what to suggest. I'm rather computer illiterate compared to most of you folks.Originally Posted by Zeropoint
![]()
It seems to work fine for most people. I can send you a copy via e-mail if you want.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
I somehow missed this when it originally posted, and I'm regretting it. We started our new campaign at the end of January and could have used this when setting up all the characters.
What I like best about this approach is that is focuses on the player, rather than the character. And what the player wants and likes can be summed up before the character is even written and the game played. Most of the character questionaires I've seen can't really be answered in their entirety (or even close to it) until several sessions into the game after the player has gotten a chance to break him in.
I might still be able to use this though. I'll be a simple way of getting a concrete understanding of what my players expect from me at least from this point on.
"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
Might even work better as the game has gone on a bit. We found that certain players could answer every question, while some of us struggled to answer some questions but easily answered others. All of this was good, because it pointed out what the PLAYER was thinking about. It helped the players put words to their unformed expectations. Just what it was supposed to do.Originally Posted by Ghost Raven
IMO, the biggest breakdown of any role playing game (no matter the system) is when the players expectations (including the GM) are so different than the actual play that frustration and anger and general displeasure are the result.
Understanding what PLAYERS want out of a game (including the GM) is critical for success in any RPG.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
The English language lacks the words to describe how much I agree with this statement.Originally Posted by RDU Neil
"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
Yeah... funny how this is often completely overlooked in traditional RPG design and setup.Originally Posted by Ghost Raven
As to the cover sheet, I purposefully kept it brief and on one page... but for a second page, I'd thought the best thing would be...
"Please describe a scene that you would feel "perfect for this character" if it happened in a game."
This could generate write-ups like "I see him up to his neck in the swamp, clutching his rifle and remaining hidden beneath a jungle plant as an enemy patrol passes within a few feet of him, never knowing he is there!"
or
"She flits through the party, all smiles and cheek kisses in a sea of the rich and decadent. Bare shouldered in a red silk dress, everyone can't help but watch her... man or woman they are drawn to her beauty, grace and charm."
Whatever it might be... such "scenes" can truly indicate the hopes of the player to be fulfilled in a game. If the first player finds himself in a game about military conspiracies and never gets to go jungle stalking... or the second player finds herself on the run and never gets to shine among the illuminati... well the players are going to be dissappointed. Without such scene description, the GM or even the players themselves, may not have a clue WHY they are disappointed.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
I'm going to consider that the official second page.
Oh, and: repped.
I too missed this first time around - thanks all! I've added a "When is your character out of his/her element?" question as suggested. This will get used very soon...
A great second page, and something I've already added.Originally Posted by RDU Neil
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"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
Bump because its good and it came up in a discussion elsewhere between myself and another forum.Originally Posted by RDU Neil
Missed this when it was posted... couldn't agree more.Originally Posted by RDU Neil
One thing I've found with my characters is there is a difference between the first session they are played in, and subsequent sessions where the character comes to life through action.
Often times I have one vision of how the character works/thinks and it turns out in play they do somethings quite differently. I don't know how many others have this.
Absolutely. Envisioning the character in the abstract is one thing. But when you put it in an actual game and see how it interacts with the world and the other PCs, things frequently wind up going in a different direction.Originally Posted by Dust Angel
"If I ever decide to kill you, you'll be awake, you'll be facing me, and you'll be armed."
Sure. It has happened to me many times.Originally Posted by Dust Angel
Why I think this sheet is interesting and what works about it is that it is aimed at the player. Not the PC.
So, it cuts down on being surprised. If you KNOW you don't like playing dishonorable characters... then your rogue might be rougish and mischievious, but the GM knows that your rogue has a strong streak of honor. Now, you've put on the sheet that YOU are interested in playing out scenarios that involve your Rogue's honor. Or more important, you are NOT interested in being a hardcore criminal.
The GM is forewarned, and better yet, can craft scenes that gets you to play those kind of scenes out. And avoids the Resevoir Dogs kinda plotline of grim, gritty life in the shadows... as you want to play the Robin Hood end of the criminal spectrum.
So... it cuts down on the "suprised" factor of behavior coming out of left field. But will never eliminate it. There are always going to be those situations that change or evolve a PC. Don't we want that? I do.
It's not just interesting - it's damn spiffy cool.Originally Posted by Storn
Naturally we want evolution (well, except a GM I game with whose gone on record numerous times stating a 350pt Starting Character should be a finished product - for which he has been duely thwacked each time).Originally Posted by Storn
I was talking more towards the vision of the character and the actual product... but that gets towards derailment...![]()
I'm assuming that ZeroPoint got a copy, but in case there is anyone else out there who couldn't open the document, here's the text bit without the fancy graphics, but with page 2 added (I hope RDU Neil doesn't mind me posting this - if it it a problem, let me know and I'll remove the post):
Code:Character Cover Sheet All answers to the questions below should indicate what the “player” wishes to explore through their character. Don’t put down elements that you don’t want to have come up in play. What is your character “the BEST” at doing? What is your character just “really good” at doing? What niche does your character fill on the team? Why does your character do what they do? (What does the player want to explore?) What is your character’s most important relationship… and why? What is your character’s place in the group? What does your character struggle to overcome? Why is this character cool to play? Please describe a scene that you would feel "perfect for this character"
Last edited by Sean Waters; Mar 19th, '06 at 10:33 AM.
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The Ministry of Stupid Ideas
That's cool, Sean. I have no idea how you do that scrolly-texty thing... so thanks.
While not the thread for it, I do think it would be interesting to discuss the "character design expectations" vs. the "character reality in play" concept in another thread. One of the reasons that I made the sheet is not just to help the GM support what the player wants, but to hold the player to some responsibility to play out the character they agreed upon.
One of the big issues I've had is that...
1) For a good campaign, the GM should tailor story to the characters... not create an adventure that any old characters could be plugged into.
2) But players don't feel a need to have responsibility to the game created for them.
IMO, it is not ok for the player to just say, "Eh, I'm not interested in that anymore" and leave the rest of the group with, "But we've spent multiple adventures supporting your plot points... you've got us interested in your story... now you just abandon us?"
That isn't acceptable. The sheet won't stop it, but it will help to keep things focused, and hopefully avoid the serious "That's not what I wanted to play," moments.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
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