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Characters first or World first?
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<blockquote data-quote="Tigerbunny" data-source="post: 4503085" data-attributes="member: 21857"><p>I generally like to do something like this, although not quite as radical as "players, make your PCs separately, and I'll make sense out of them and build my game plan around that."</p><p></p><p>Usually I'll pitch a "franchise" or high concept for the game "big half-ruined city, full of mistrustful factions, you'll be a group of 'community organizers' trying to clean up the worst parts of it, bring peace between factions, and generally make things better - as for flavor, think <em>The Wire</em> meets <em>Angel</em> with some gonzo Final Fantasy-style crap thrown in". Then we'll all come to the character-making session with some half-formed concepts in mind and collectively bash together characters. Out of that process, I'll know a lot more about the setting and situation by looking at what the players thought was interesting, and I'll go from there as I build adventures and setting elements in play.</p><p></p><p>I like my games to feel like ensemble drama, so it's really important that characters all be tied into each other and the setting/situation from day one.</p></blockquote><p></p>
[QUOTE="Tigerbunny, post: 4503085, member: 21857"] I generally like to do something like this, although not quite as radical as "players, make your PCs separately, and I'll make sense out of them and build my game plan around that." Usually I'll pitch a "franchise" or high concept for the game "big half-ruined city, full of mistrustful factions, you'll be a group of 'community organizers' trying to clean up the worst parts of it, bring peace between factions, and generally make things better - as for flavor, think [I]The Wire[/I] meets [I]Angel[/I] with some gonzo Final Fantasy-style crap thrown in". Then we'll all come to the character-making session with some half-formed concepts in mind and collectively bash together characters. Out of that process, I'll know a lot more about the setting and situation by looking at what the players thought was interesting, and I'll go from there as I build adventures and setting elements in play. I like my games to feel like ensemble drama, so it's really important that characters all be tied into each other and the setting/situation from day one. [/QUOTE]
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