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I'm *GASP* Actually Going to Be Playing 5e in a Few Weeks -- What are the Character Creation Pitfalls to Avoid?
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<blockquote data-quote="The_Furious_Puffin" data-source="post: 6887202" data-attributes="member: 11831"><p>Sure. The Playbooks for Apocalypse world are free online <a href="http://apocalypse-world.com/AW-basicplaybooks-legal.pdf" target="_blank">http://apocalypse-world.com/AW-basicplaybooks-legal.pdf</a> so grab one and follow along.</p><p></p><p>Let's take the Hardholder because i haven't made one before. The concept is explained in the flavour text. Go to 'creating a chopper'</p><p></p><p>The first thing is Name, which works like any RPG ever. The game providers some suggestions as a prompt and to set the tone.</p><p></p><p>Then we have Stats. The game lets you pick from of pre-prepared stat lines which let you tinking with your character, but note that Hard, the most important stat for a hardholder, always starts maxed. This is a key part of the idiot proofing.</p><p></p><p>Moves! This is sort of the 'class abilities' in Apocalypse world. The hardholder comes with all moves predefined, but some other playbooks have some moves predefined and pick some off a list, and some are all moves picked off a list. Moves are not trap options and anything essential for the playbook is a fixed choice, so it's impossible to gimp yourself. </p><p></p><p>Your Gang! The big hard holder customisation thing is their Gang. You may want to do this after the History step, but you can do it now. Your gang has a number of default options, and you pick 4 bennies and 2 negative things. Do you have a big group with a factory in a big fortification and a well equipped gang (because you have cash), but the population is lazy and your gang is small? Go for it! The stories write themselves by looking at the hardhold's strengths and weaknesses</p><p></p><p>History! Now you codesign your characters with the other players. Each playbook has history points:</p><p></p><p></p><p></p><p>You agree together the details of, for example, what betrayal looked like, or what was stolen (and do you want revenge? Do they even still have it?). AT the end of this step, the group has bonds forged between them and the world is also created. </p><p></p><p>Gear! You pick some! This will mostly be simple weapons e.g. a pistol or a shotgun or whatever for the hardholder. Gear based classes have more diverse 'pick from list' choices. The lists are fairly internally balanced due to the tag system.</p><p></p><p>Advancement Mechanism: The advancement mechanism in Apocalypse world is simply that you make tests against the highlighted stats, and your highlighted stats are decided by the other players and the GM which allows everyone to set the tone collectively. The highlighted stat changes at the start of each session, but via the same mechanism (the DM and the character your character has the most history with highlight a stat)</p><p></p><p>This is very simple character generation and very fast and you codesign the world AND you decide what stories you want to tell.</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6887202, member: 11831"] Sure. The Playbooks for Apocalypse world are free online [url]http://apocalypse-world.com/AW-basicplaybooks-legal.pdf[/url] so grab one and follow along. Let's take the Hardholder because i haven't made one before. The concept is explained in the flavour text. Go to 'creating a chopper' The first thing is Name, which works like any RPG ever. The game providers some suggestions as a prompt and to set the tone. Then we have Stats. The game lets you pick from of pre-prepared stat lines which let you tinking with your character, but note that Hard, the most important stat for a hardholder, always starts maxed. This is a key part of the idiot proofing. Moves! This is sort of the 'class abilities' in Apocalypse world. The hardholder comes with all moves predefined, but some other playbooks have some moves predefined and pick some off a list, and some are all moves picked off a list. Moves are not trap options and anything essential for the playbook is a fixed choice, so it's impossible to gimp yourself. Your Gang! The big hard holder customisation thing is their Gang. You may want to do this after the History step, but you can do it now. Your gang has a number of default options, and you pick 4 bennies and 2 negative things. Do you have a big group with a factory in a big fortification and a well equipped gang (because you have cash), but the population is lazy and your gang is small? Go for it! The stories write themselves by looking at the hardhold's strengths and weaknesses History! Now you codesign your characters with the other players. Each playbook has history points: You agree together the details of, for example, what betrayal looked like, or what was stolen (and do you want revenge? Do they even still have it?). AT the end of this step, the group has bonds forged between them and the world is also created. Gear! You pick some! This will mostly be simple weapons e.g. a pistol or a shotgun or whatever for the hardholder. Gear based classes have more diverse 'pick from list' choices. The lists are fairly internally balanced due to the tag system. Advancement Mechanism: The advancement mechanism in Apocalypse world is simply that you make tests against the highlighted stats, and your highlighted stats are decided by the other players and the GM which allows everyone to set the tone collectively. The highlighted stat changes at the start of each session, but via the same mechanism (the DM and the character your character has the most history with highlight a stat) This is very simple character generation and very fast and you codesign the world AND you decide what stories you want to tell. [/QUOTE]
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I'm *GASP* Actually Going to Be Playing 5e in a Few Weeks -- What are the Character Creation Pitfalls to Avoid?
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