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I broke a bad habit
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<blockquote data-quote="Wik" data-source="post: 3966320" data-attributes="member: 40177"><p>We did something similar with our Eberron game - the whole first session was character generation. But about half the the four-hour session WAS rules-related CharGen.</p><p></p><p>Still, afterwards, I had a few questions that each player had to answer: </p><p></p><p>1. How do you know the main Contact? (an NPC that is a Master Inquisitive)</p><p>2. What did you do in the Last War?</p><p>3. How do you know the PC of the player that sits to your right?</p><p>4. Name an enemy you'd have, and a friend you'd have.</p><p></p><p>Those four simple questions took up a lot of time, and they really developed the characters. We had people trying to figure out how they knew the main NPC (and this would explain how the PCs got together), and trying to tie that into their experiences in the last war. We wound up with a former assassin/spy who felt just a little guilt over what he did in the war, and wondered if the shadow war he was involved in against house Phiarlan was "really worth it". We had a warforged trying to just find a little bit of peace, a changeling trying to make a quick buck, and on and on. </p><p></p><p>Trying to find a relation to the guy next to you meant that you had two PCs in the group of five that you knew well (you chose how you knew the guy to your right, and the guy to your left chose how he knew you). The connections got just a little weird, but in a fun way.</p><p></p><p>That being said, I'll have to agree with Fifth Element that the method doesn't work for all groups, and in many groups, this sort of behaviour would be seen as a bad thing. If my first roleplaying experience consisted of me figuring out how my imaginary character related to other imaginary characters, and I never got a chance to brain me a skeleton, I'd probably not be back for the second session.</p><p></p><p>Spending a whole session doesn't really get our group "pumped" - we just see it as a necessity so that next week, we'll be ready to kick some butt. </p><p></p><p>I personally think that any game where CharGen *and* party generation can be done in less than half an hour (Savage Worlds comes to mind, and WFRP) is probably the better way to go. But that's just my two cents.</p></blockquote><p></p>
[QUOTE="Wik, post: 3966320, member: 40177"] We did something similar with our Eberron game - the whole first session was character generation. But about half the the four-hour session WAS rules-related CharGen. Still, afterwards, I had a few questions that each player had to answer: 1. How do you know the main Contact? (an NPC that is a Master Inquisitive) 2. What did you do in the Last War? 3. How do you know the PC of the player that sits to your right? 4. Name an enemy you'd have, and a friend you'd have. Those four simple questions took up a lot of time, and they really developed the characters. We had people trying to figure out how they knew the main NPC (and this would explain how the PCs got together), and trying to tie that into their experiences in the last war. We wound up with a former assassin/spy who felt just a little guilt over what he did in the war, and wondered if the shadow war he was involved in against house Phiarlan was "really worth it". We had a warforged trying to just find a little bit of peace, a changeling trying to make a quick buck, and on and on. Trying to find a relation to the guy next to you meant that you had two PCs in the group of five that you knew well (you chose how you knew the guy to your right, and the guy to your left chose how he knew you). The connections got just a little weird, but in a fun way. That being said, I'll have to agree with Fifth Element that the method doesn't work for all groups, and in many groups, this sort of behaviour would be seen as a bad thing. If my first roleplaying experience consisted of me figuring out how my imaginary character related to other imaginary characters, and I never got a chance to brain me a skeleton, I'd probably not be back for the second session. Spending a whole session doesn't really get our group "pumped" - we just see it as a necessity so that next week, we'll be ready to kick some butt. I personally think that any game where CharGen *and* party generation can be done in less than half an hour (Savage Worlds comes to mind, and WFRP) is probably the better way to go. But that's just my two cents. [/QUOTE]
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