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Interest Check: Narrative World-Building
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<blockquote data-quote="airwalkrr" data-source="post: 6019285" data-attributes="member: 12460"><p>If any of us really want rules, I think <a href="http://memento-mori.com/project/inspectres/" target="_blank">InSpectres</a> is really the simplest rules set we could use for this. The free startup edition is perfectly simple and elegant. We wouldn't necessarily have to use the setting of InSpectres. It can be co-opted for just about any milieu.</p><p></p><p>Another good option is <a href="http://rpg.drivethrustuff.com/product/1447/Amber?it=1" target="_blank">Amber</a>, but it has more fiddly bits. Still, it has the same narrative structure for resolution of actions that I am looking for.</p><p></p><p>If you have another system in mind, let me know.</p><p></p><p>And of course we can do without a system at all. We would need a short background for characters (one paragraph or five sentence limit; the point is to learn more about the characters as we play, as you would in reading a novel). A single defining strength and a single defining weakness would be a key element for each character starting out as well. Each player could design 1-3 characters to begin and add more as we continue depending on the player's proclivities.</p><p></p><p>I think players should have to agree that it is okay for other characters to roleplay their characters for minor actions. Take a look at the thread I mentioned two posts up for an example of what I mean. (That's a great example of a narrative-style campaign by the way, and a fun read.) One character might take another character along a short distance, or intervene in another character's affairs for a short period of time. Certain things, like death of a character, succumbing to a debilitating illness or a curse, or similar situations will generally only happen with the consent of the character's player though. This does not mean your characters are invincible, but it means it is usually up to the player how his or her characters are affected by terrible things. One player might describe an evil wizard putting a curse upon several characters, including one of his own, who receives full effect of the curse. Another player might decide that because his character's strength is Great Willpower, he shrugs the curse off. A third player might decide that his character succumbs to the curse and must seek out a remedy from a nearby shaman. And so on.</p><p></p><p>What do you guys think so far?</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6019285, member: 12460"] If any of us really want rules, I think [URL="http://memento-mori.com/project/inspectres/"]InSpectres[/URL] is really the simplest rules set we could use for this. The free startup edition is perfectly simple and elegant. We wouldn't necessarily have to use the setting of InSpectres. It can be co-opted for just about any milieu. Another good option is [URL="http://rpg.drivethrustuff.com/product/1447/Amber?it=1"]Amber[/URL], but it has more fiddly bits. Still, it has the same narrative structure for resolution of actions that I am looking for. If you have another system in mind, let me know. And of course we can do without a system at all. We would need a short background for characters (one paragraph or five sentence limit; the point is to learn more about the characters as we play, as you would in reading a novel). A single defining strength and a single defining weakness would be a key element for each character starting out as well. Each player could design 1-3 characters to begin and add more as we continue depending on the player's proclivities. I think players should have to agree that it is okay for other characters to roleplay their characters for minor actions. Take a look at the thread I mentioned two posts up for an example of what I mean. (That's a great example of a narrative-style campaign by the way, and a fun read.) One character might take another character along a short distance, or intervene in another character's affairs for a short period of time. Certain things, like death of a character, succumbing to a debilitating illness or a curse, or similar situations will generally only happen with the consent of the character's player though. This does not mean your characters are invincible, but it means it is usually up to the player how his or her characters are affected by terrible things. One player might describe an evil wizard putting a curse upon several characters, including one of his own, who receives full effect of the curse. Another player might decide that because his character's strength is Great Willpower, he shrugs the curse off. A third player might decide that his character succumbs to the curse and must seek out a remedy from a nearby shaman. And so on. What do you guys think so far? [/QUOTE]
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