| Post/Author/DateTime | Post |
|---|---|
| Ragitsu08-29-07, 01:30 AM | Amnesia: good basis for a story, but difficult to pull off in an RPG. I've always wondered how a campaign works out where the player's character starts out totally unaware of where they are, or who they are. The first problem is: do the players make up their character sheet, or does the GM? There's going to be an extra level of trust that needs to be taken into consideration either way. Then, how do you let the character strengths shine through with trail and error without making it seem forced? Thirdly, would divine or psionic characters be favored in that they have an easier time figuring out the extent of their powers early on? Finally, it's difficult enough to do it with one player, but four? |
| Shiftkitty08-29-07, 10:26 AM | Players are used to having character concepts of their own, so amnesia means they're letting you pick out their alter-egos for them as far as background goes. This would work best if you have as group that has no preconceived notion of who they want to play. What I would do is, based on my knowledge of my players, generate some characters that I think they'd like to play had they made them up themselves. Secretly record their backstories, then just give them the simple stats a la the 1e character sheets. I don't think they'll know too much beyond their ability scores. Don't even give them their names or alignments if you don't feel like it. BAB's will be figured out as the game progresses. You'll essentially have to trickle the information out. If you have an alignment picked out and the player behaves differently, imagine his confusion when a stranger comes up and asks "Are you all right? The guys say you're acting kinda funny." Also imagine the shock later on if a player turns to an evil alignment only to discover that he had been a paladin. To let strengths shine, I'd present the situations as though the PCs know who they are, but let the players work it out. If you want your fighter to shine (or become a bit more apparent), have a combat encounter, but inform the fighter that his arm muscles instinctively flinch for his sword (or make an average DC roll based on his willpower. If he makes the roll, inform him of his instinctive urge to draw a weapon). A cleric may sense another presence in his life or find some degree of comfort in areas or regions sacred to his deity. A wizard may find himself spontaneously firing a spell he is very familiar with, or may find a strange creature following him around that he can't get rid of (his familiar). A rogue? Well, any number of lowlifes in the city may have no trouble recognizing a thief who may owe them money or favors. That's if you stick to the four main classes. For other classes, I'd look at what defines them and arrange encounters that hint at, but don't blatantly call out, to the class. A ranger cornered by a grizzly bear that nuzzles him fiercely instead of mauling him to death, a blackguard who can't understand why people are running away from him shrieking, a druid ready to cut down some trees for winter fuel hearing a screaming in his head and an overwhelming sense of betrayal as his axe lands against the trunk, arrange things like this to occur as part of the game and let them put two and two together. If they come up with a different answer than you have, keep having their friends and family notice how much they've changed. I can just imagine a PC minding his own business, just riding along, when all of a sudden a huge, battle-scarred hobgoblin and his horde emerge from the shadows and block his path fore and aft. The hobgoblin growls out "Now we finish what you started, you pathetic meddler!" Although the tongue is goblinoid, the PC understands it somehow. The hobgoblin raises his weapon and charges, his warcry screaming for vengeance. There are a lot of possibilities with amnesia if your players are willing to relinquish creative control. I'd check with them first. Just let them know that things for the game may be a bit unusual. |
| Shiftkitty08-29-07, 10:35 AM | Addendum: Don't even give them their ability scores! Reveal them only as they attempt to use them. Have them make the willpower rolls to unlock abilities, skills, and feats! Give them hints only by describing their characters PC: You say I'm kind of athletically built, so I'm going to try to kick this door in. (Make secret roll based on strength. Reveal it after the roll is made. I figure a person will know roughly whether or not they could do it by how easy or hard it felt to attempt.) |
| MerrikCale08-30-07, 09:36 PM | The first problem is: do the players make up their character sheet, or does the GM? I don't remember Then, how do you let the character strengths shine through with trail and error without making it seem forced? I don't recall Thirdly, would divine or psionic characters be favored in that they have an easier time figuring out the extent of their powers early on? Wait, what was this about again? Finally, it's difficult enough to do it with one player, but four? Four what? |
| OKCPayne08-31-07, 12:35 AM | You could do some sort of dark forgotten past... this way you can have the player make the character. Say they woke up on a hill outside of a crumbling dark mysterious tower... they crawled to safety and someone found them. They were nursed back to health but don't remember anything. Flash to now, it's 5 years later and your character starts to have things happen to him that he has no idea... Wait... this is sounding more and more like the plot for your character in KotOR. Anyway, you see where I'm going with this... I also like Shift's too. This one at least let the players build their own characters. |
| Shiftkitty08-31-07, 11:03 AM | That was the tricky part for me in trying to answer. To ask the players to relinquish that sort of control... if I was a player, I'd go for it. I think it would be a lot of fun. I'd probably have to ply at least a couple of my players with a bit of drink in order to convince them to do it, though. I did do something in the opposite direction once with a new player. He asked how to play the game and I had nothing ready. So I explained to him the concepts (stalling while I tried to think of something) and he started asking about if he could play someone based on native American culture. I asked him for a quick description, so he told me about this wandering warrior idea. I asked him about his character's background, then asked him where he came from and why he was wandering, and he started making up his own quest. His village had been wiped out by a marauding mounted force and he was seeking revenge. I let him talk until he had fleshed out his own world, his own quest, and the nature of the marauders. Then I took his world and we played an afternoon in it. It was pretty fun, and by the end of the game he had several orc and hobgoblin scalps hanging from his waist. |
| MarkHall08-31-07, 11:10 AM | I was actually involved in a amnesia-based Shadowrun game, until the GM ran out of time (he bought a house). It was a great game, and was memorable, in part, because of the troll with the baklava on his head (instead of a balaclava). http://www.editors-wastebasket.org/nexx/pbr/crstuff.html Amnesia: good basis for a story, but difficult to pull off in an RPG. I've always wondered how a campaign works out where the player's character starts out totally unaware of where they are, or who they are. The first problem is: do the players make up their character sheet, or does the GM? There's going to be an extra level of trust that needs to be taken into consideration either way. You design their characters, but take into account their prejudices. If you have a player who hates gnomes, don't make him a gnome. If you've got someone who always plays elves, at least make her a half-elf. Or, this might be an opportunity for your group to branch out a bit. But keep in mind what your players WILL play. Then, how do you let the character strengths shine through with trail and error without making it seem forced? Some of it will be obvious. The big guy with the sword is likely the fighter. However, you might try picking up Joel Rosenberg's "The Sleeping Dragon"; you should be able to find it in your local library, or its in a collection called "Guardians of the Flame: The Heroes". Read the first few chapters of that, after the transition (you'll understand once it happens). While those characters know who their characters are, he does a great job of explaining reflexes and feelings associated with it. Thirdly, would divine or psionic characters be favored in that they have an easier time figuring out the extent of their powers early on? No. Or, if you think they would be, simply don't have divine or psionic characters. If you want healing available, throw in a bard. Finally, it's difficult enough to do it with one player, but four? It will be hard. The first thing, though, will be to start none of them with their own description. Instead, hand everyone a slip of paper with what the others look like, and what they can see of themselves, and let everyone describe each other. If you can finagle pictures, that would be great, so they're describing in their own words, not just repeating yours. |
| Shiftkitty08-31-07, 11:27 AM | Baklava...balaclava! Ahhh! Stop it! Stop it!:rofl: "What the fu** does that thing have on it's head?!?" "I don't know, but it smells yummy! I just have to get the recipe..." I'm listing that one with the time I TOTALLY misread an entry waaay back in the 1e days and had a temple being tended by white apes instead of acolytes. The players thought they could chase the apes off by knuckle-running at them and screaming. The wizard, knowing something about animals, told everyone to start peeing everywhere to mark the territory. When I (secretly) realized my mistake, I decided the whole party was hallucinating about the acolytes/apes, and the acolytes were freaking out about these shrieking, incontinent psychos that had invaded their temple! |
| Ragitsu08-31-07, 07:45 PM | Great stuff so far! (for those of you that contributed instead of trying to be funny) Keep it coming. |
| MerrikCale08-31-07, 09:24 PM | Great stuff so far! (for those of you that contributed instead of trying to be funny) What do you mean "trying" to be funny? My post was quite amusing if I do say so myself. Plus, humor is a wonderful contribution. Now, what were we talking about again....... |
| Shiftkitty09-01-07, 11:32 AM | I thought the baklava story was great. I can just imagine this troll with a pastry on his head... |