Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
An interesting method of group chargen - My players stay out
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hussar" data-source="post: 4444881" data-attributes="member: 22779"><p>This is an idea I yoinked from Fear the Boot's podcast (I don't remember which one, so don't ask, it was a while ago.)</p><p></p><p>The way it works is this: Before everyone comes to your game, grab a bunch (about 10/player) of cards from any CCG. Preferably pick cards that somewhat fit with the theme of your campaign. Magic cards, Yu-Gi-Oh, whatever. Doesn't really matter. </p><p></p><p>Lay the cards out, face up, in a grid so everyone can see the cards. Choose a rotation for who gets to go first, second etc and keep that rotation throughout. Highest roll goes first and then to the left would likely work best.</p><p></p><p>You are going to go around the table for seven rounds, so, this is going to take a bit of time. Probably about an hour or so. </p><p></p><p>In the first two rounds, each player picks a card for himself. In the third round, players pick cards for the person to the left, and then to the right in the fourth round. In the fifth round, players pick their own cards again.</p><p></p><p>Each card in your hand represents something about your history. Now, you don't need to use the whole card. In fact, it would likely be best if you didn't. All each player has to do is include some element of the card in his background - could be something from the art, the flavor text, the artists name, whatever. If it appears on the card, it is fair game.</p><p></p><p>Once that is done, you go to the sixth and seventh rounds. In the sixth round, each player must trade one card with another player. Those two cards must now be incorporated into both player's backstories. Those cards represent the ties that bind the two players together. How do they know each other? Do they have some sort of shared experience? Anything. Repeat again in the seventh round, although each player must trade with a different player than in round six.</p><p></p><p>There, now you have seven elements to tie into your character's background, two of which are shared by another player at the table.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Hussar, post: 4444881, member: 22779"] This is an idea I yoinked from Fear the Boot's podcast (I don't remember which one, so don't ask, it was a while ago.) The way it works is this: Before everyone comes to your game, grab a bunch (about 10/player) of cards from any CCG. Preferably pick cards that somewhat fit with the theme of your campaign. Magic cards, Yu-Gi-Oh, whatever. Doesn't really matter. Lay the cards out, face up, in a grid so everyone can see the cards. Choose a rotation for who gets to go first, second etc and keep that rotation throughout. Highest roll goes first and then to the left would likely work best. You are going to go around the table for seven rounds, so, this is going to take a bit of time. Probably about an hour or so. In the first two rounds, each player picks a card for himself. In the third round, players pick cards for the person to the left, and then to the right in the fourth round. In the fifth round, players pick their own cards again. Each card in your hand represents something about your history. Now, you don't need to use the whole card. In fact, it would likely be best if you didn't. All each player has to do is include some element of the card in his background - could be something from the art, the flavor text, the artists name, whatever. If it appears on the card, it is fair game. Once that is done, you go to the sixth and seventh rounds. In the sixth round, each player must trade one card with another player. Those two cards must now be incorporated into both player's backstories. Those cards represent the ties that bind the two players together. How do they know each other? Do they have some sort of shared experience? Anything. Repeat again in the seventh round, although each player must trade with a different player than in round six. There, now you have seven elements to tie into your character's background, two of which are shared by another player at the table. What do you think? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
An interesting method of group chargen - My players stay out
Top