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<blockquote data-quote="Lanefan" data-source="post: 9818911" data-attributes="member: 29398"><p>Still doesn't answer the question of what happens when three players all show up each wanting to play the <em>Stormblessed Heavy</em>, as that's what best suits each one's character concept.</p><p></p><p>I guess I should admit to an assumption here, which you can then tell me is out to lunch or not: that we are talking about the sort of game where players generally have character concepts in their minds coming in* (e.g. I want to play a bad-ass tough guy with some deep secrets in his past, with said deep secrets maybe or mabe not becoming relevant to play depending how things unfold) and then seek to, within the game system, create something that at least vaguely matches the concept.</p><p></p><p>I also have to assume Stonetop is a very low-lethality or even non-lethal game. The "there can only be one" idea means if a PC dies its player (or someone else) can't come right back with the same concept, which would be a nuisance to players who want to explore a concept but can't because their PC dies off in session 2.</p><p></p><p>* - as opposed to my own more random-based preference, which is that you show up to roll-up night without much by way of preconceptions, and then see what the dice give you to work with before deciding on a concept, personality, etc.</p><p></p><p>I'm not much for the modern "session 0" idea, mostly because a lot of what people seem to want decided in a modern session 0 is stuff I-as-DM want decided and locked-in weeks or even months ahead of time. I'll pitch the campaign-setting-system piece and explain the parameters during the invite-players-in process, which happens after the setting and rules are set and is done individually with each prospective player well before we all get together. This way, anyone who accepts the invite knows what they're getting into.</p><p></p><p>The first night we all get together is roll-up night (a.k.a. session 0 here), when the players roll up their characters (ideally without telling each other what they're doing); if that goes smoothly we'll roll straight into play where session 0 becomes session 1 on the fly and we get these guys in the field. I'll have some adventuring NPCs pre-rolled in case the players decide they need to recruit to fil gaps.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9818911, member: 29398"] Still doesn't answer the question of what happens when three players all show up each wanting to play the [I]Stormblessed Heavy[/I], as that's what best suits each one's character concept. I guess I should admit to an assumption here, which you can then tell me is out to lunch or not: that we are talking about the sort of game where players generally have character concepts in their minds coming in* (e.g. I want to play a bad-ass tough guy with some deep secrets in his past, with said deep secrets maybe or mabe not becoming relevant to play depending how things unfold) and then seek to, within the game system, create something that at least vaguely matches the concept. I also have to assume Stonetop is a very low-lethality or even non-lethal game. The "there can only be one" idea means if a PC dies its player (or someone else) can't come right back with the same concept, which would be a nuisance to players who want to explore a concept but can't because their PC dies off in session 2. * - as opposed to my own more random-based preference, which is that you show up to roll-up night without much by way of preconceptions, and then see what the dice give you to work with before deciding on a concept, personality, etc. I'm not much for the modern "session 0" idea, mostly because a lot of what people seem to want decided in a modern session 0 is stuff I-as-DM want decided and locked-in weeks or even months ahead of time. I'll pitch the campaign-setting-system piece and explain the parameters during the invite-players-in process, which happens after the setting and rules are set and is done individually with each prospective player well before we all get together. This way, anyone who accepts the invite knows what they're getting into. The first night we all get together is roll-up night (a.k.a. session 0 here), when the players roll up their characters (ideally without telling each other what they're doing); if that goes smoothly we'll roll straight into play where session 0 becomes session 1 on the fly and we get these guys in the field. I'll have some adventuring NPCs pre-rolled in case the players decide they need to recruit to fil gaps. [/QUOTE]
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