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<blockquote data-quote="Haltherrion" data-source="post: 1941169" data-attributes="member: 18253"><p>Sounds like your method worked fine for your game but it is possible to start "in the middle of things" as the ancient greek playwrights suggested. While care is required and it is not something you can do in a single character generation session, the advantages can outweight the disadvantages (one being that working your PCs from low level to the "proper" level for your story might take a year of real time that you don't want to spend on that task.)</p><p> </p><p>When starting in the middle, it helps to do meaty character backgrounds that created with input from both ref and player (and possibly all players). You could do it with some sort of round robin story telling or some sort of abstract pbem among other methods.</p><p> </p><p>We recently started 10th-ish level characters using a character creation system that relied on cards that were drawn and traded for. These cards provided the germ of majoy PC history elements which were then fleshed out with the referee to make sure they were integrated into the setting. For instance, one card was "World renown love affair, successful or not". Another was "Major war hero". There were 6 for each player and the cards had other effects (suits determined starting gold, base stats, birthright while card text determined history stuff.)</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 1941169, member: 18253"] Sounds like your method worked fine for your game but it is possible to start "in the middle of things" as the ancient greek playwrights suggested. While care is required and it is not something you can do in a single character generation session, the advantages can outweight the disadvantages (one being that working your PCs from low level to the "proper" level for your story might take a year of real time that you don't want to spend on that task.) When starting in the middle, it helps to do meaty character backgrounds that created with input from both ref and player (and possibly all players). You could do it with some sort of round robin story telling or some sort of abstract pbem among other methods. We recently started 10th-ish level characters using a character creation system that relied on cards that were drawn and traded for. These cards provided the germ of majoy PC history elements which were then fleshed out with the referee to make sure they were integrated into the setting. For instance, one card was "World renown love affair, successful or not". Another was "Major war hero". There were 6 for each player and the cards had other effects (suits determined starting gold, base stats, birthright while card text determined history stuff.) [/QUOTE]
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