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<blockquote data-quote="pemerton" data-source="post: 7821303" data-attributes="member: 42582"><p>When it comes to character creation, I quite like how Prince Valiant does it. In the Basic game, every PC is a knight - which means straight away they have an orientation towards situations and the broader setting that makes it easy to make play happen.</p><p></p><p>In the Advanced game, other PC types are possible. So in our second session, when one of the PCs needed a new PC (his knight died at the end of the first session, trying to lead the Wild Hunt away from a lady of Kent) and a fourth player joined us, the two new PCs were a squire (from a merchant family trying to break into the ranks of the nobility) and a travelling performer. Even one session had been enough for me to get a bit of a handle on the system, and for the players coming into their second session to have developed some momentum.</p><p></p><p>The player of the performer isn't able to make every session, and so it has turned out that his PC turns up from time to time gravitating to the deeds and celebrity of the other PCs; but then isn't heard of for weeks or months at a time (in the fiction) corresponding to missed sessions.</p><p></p><p>When it comes to the subject matter of play, I have zero interest in APs. Whether for a long campaign (my 4e game, which is at 30th level but has its resolution pending one of our players coming out of home renovation purgatory, ran for probably 100+ sessions) or a short one (Cthulhu Dark one shots, or our Prince Valiant and Traveller campaigns which are each probably 10-ish sessions in) I like to start with system and thereby genre, plus characters, and see where that takes us.</p><p></p><p>The next campaign I hope to start, depending on group buy in and how our other games progress, is Apocalypse World. It seems to do a good job with system, genre, and characters that fit the situation. I think I'll find the setting aspect demanding as a GM.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7821303, member: 42582"] When it comes to character creation, I quite like how Prince Valiant does it. In the Basic game, every PC is a knight - which means straight away they have an orientation towards situations and the broader setting that makes it easy to make play happen. In the Advanced game, other PC types are possible. So in our second session, when one of the PCs needed a new PC (his knight died at the end of the first session, trying to lead the Wild Hunt away from a lady of Kent) and a fourth player joined us, the two new PCs were a squire (from a merchant family trying to break into the ranks of the nobility) and a travelling performer. Even one session had been enough for me to get a bit of a handle on the system, and for the players coming into their second session to have developed some momentum. The player of the performer isn't able to make every session, and so it has turned out that his PC turns up from time to time gravitating to the deeds and celebrity of the other PCs; but then isn't heard of for weeks or months at a time (in the fiction) corresponding to missed sessions. When it comes to the subject matter of play, I have zero interest in APs. Whether for a long campaign (my 4e game, which is at 30th level but has its resolution pending one of our players coming out of home renovation purgatory, ran for probably 100+ sessions) or a short one (Cthulhu Dark one shots, or our Prince Valiant and Traveller campaigns which are each probably 10-ish sessions in) I like to start with system and thereby genre, plus characters, and see where that takes us. The next campaign I hope to start, depending on group buy in and how our other games progress, is Apocalypse World. It seems to do a good job with system, genre, and characters that fit the situation. I think I'll find the setting aspect demanding as a GM. [/QUOTE]
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