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<blockquote data-quote="BruceWright" data-source="post: 9707965" data-attributes="member: 7051544"><p>There’s a lot of advice within the rulebook of different ways to pursue interconnected character arcs. The character creation and session zero instructions direct some of this, and large parts of the book instruct GMs on how to use this to construct A, B, and C-plot lines that interweave characters and their backstories with each other and the larger threat facing the world. </p><p></p><p>One way the core mechanics support this sort of play is the Death Move “Avoid Death”. If a player chooses, when their character is downed to zero hit points, they can, for narrative reasons, just not die. There is a risk of a “scar” and that scar mechanic might even add MORE narrative interest and ability to a character, depending on the campaign frame. This encourages risky, non-optimal play.</p><p></p><p>Another mechanic is “Experiences”. Experiences are like Feats, but they’re not tied to class, they’re written by the player, and they change as the character goes through life learning and experiencing the story arc. They allow the story to shape the actual mechanics of the character, AND THEN they reward and incentivize play WITHIN that learning and growth. So if you have an experience you wrote called “Ooooh, Shiny!” It gives you that bonus to pick and poke and pocket valuables that you can’t resist. If you go on an adventure with pirates, you might add the experience “Pirate” and that can now be part of your growing, changing identity. </p><p></p><p>Another example is the extensive section in the book about how to play a character with a disability with respect. There are sections on playing blind/visually impaired characters, Deaf characters, characters with other physical differences and how to adjust the game to portray a world where mobility aids can be mechanical or magical. There’s also some great reminders that disability is just as much an identity as it is a state of being. </p><p></p><p>All across this game are reminders, examples and support for play that is about stories and not just maximizing your build.</p></blockquote><p></p>
[QUOTE="BruceWright, post: 9707965, member: 7051544"] There’s a lot of advice within the rulebook of different ways to pursue interconnected character arcs. The character creation and session zero instructions direct some of this, and large parts of the book instruct GMs on how to use this to construct A, B, and C-plot lines that interweave characters and their backstories with each other and the larger threat facing the world. One way the core mechanics support this sort of play is the Death Move “Avoid Death”. If a player chooses, when their character is downed to zero hit points, they can, for narrative reasons, just not die. There is a risk of a “scar” and that scar mechanic might even add MORE narrative interest and ability to a character, depending on the campaign frame. This encourages risky, non-optimal play. Another mechanic is “Experiences”. Experiences are like Feats, but they’re not tied to class, they’re written by the player, and they change as the character goes through life learning and experiencing the story arc. They allow the story to shape the actual mechanics of the character, AND THEN they reward and incentivize play WITHIN that learning and growth. So if you have an experience you wrote called “Ooooh, Shiny!” It gives you that bonus to pick and poke and pocket valuables that you can’t resist. If you go on an adventure with pirates, you might add the experience “Pirate” and that can now be part of your growing, changing identity. Another example is the extensive section in the book about how to play a character with a disability with respect. There are sections on playing blind/visually impaired characters, Deaf characters, characters with other physical differences and how to adjust the game to portray a world where mobility aids can be mechanical or magical. There’s also some great reminders that disability is just as much an identity as it is a state of being. All across this game are reminders, examples and support for play that is about stories and not just maximizing your build. [/QUOTE]
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