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Endgame-Aftermath

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New Ideas (or So, What's the Big Idea?)

A couple of new ideas and new ways of looking at things are needed to make it possible to just write down a name and start. Instead of generating the Character before you play - and let's face it that can take an hour or three - you generate the Character as you go along. There are advantages to this; primarily that you never get a generic "I'm a fighter" result. What you get is a personality with some abilities, a unique individual who reveals his skills in response to situations. Let's face it, until something happens and the Character responds to it, you don't need to know what he can do. So, although the Character already has some skills, talents, abilities, and Stats - yes, you start with no Stats - no one, including the Player, knows what they are. And you don't need to know. Not until something happens. So that's all right, then.

Statistics are chosen because they are defining to the Character. Of course everyone has strength but you only pick Strong (or Muscular, or Raw-boned, or Athletic, or Rangy) if you decide in play that that is the Stat that defines your character. If Strength isn't a defining characteristic, don't pick it, he will still have a Basic chance of performing strength related tasks so unless it matters that the Character have a Strength related Stat, don't bother with it.

Characters can develop swiftly or slowly as Stats, skills, abilities or attributes are revealed; this is completely in the Player’s control. Experience can also be spent on equipment and goods that the Character has on him, has nearby, has access to or can lay his hands on quickly (in his room, under the table, whatever) or things that have been stolen but he knows who by and where to get them back.

The reason we do things this way is to help ensure that the Player gets to play the Character he wants. There is no need to make one choice and be stuck with it; instead Experience can be drawn from the Bank to adjust things as we go along and as the Character develops in the Player’s imagination.

The world (the initial ramble)

A generation or more ago the world was brought low by a meteor impact; flooding, months of rain, no crops 2 years, resulting in famine, plague. A true global catastrophic event. There is lots of scope as people and societies are much reduced and struggle for survival and recovery.

There are benefits. This way no map needed except for a local area... all maps and people who travelled are lost and (earthquakes and tidal waves) no longer accurate where they exist. Also a nice "fear of what's out there" thing going on. Also, what the world was like (how much Characters and Players have to know to function here) is reduced to a minimum.

Nook

First published December 9, 2010

About the author

Chris Northern

20 books23 followers
Chris Northern is European, a traveler by inclination, and an electrical engineer by education.

He is often to be found eying the horizon; shortly thereafter, he is often found to be gone.

Chris Northern writes Fantasy and Science Fiction.

The Price of Freedom (a Fantasy novel in four parts)

The Last King's Amulet
The Key To The Grave
The Invisible Hand
All The King's Bastards

Dancing with Darwin (A collection of related Science Fiction stories)

Rapture Ready
Headed Home
Evolving Environment
Dangerous Delusions

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