I bet Zon-Kuthon knows how to extract Kazovon's chocolate from Ileosa's peanut butter. /snicker
I can't tell if that's obscene, racial, comedic, confectional, or all four.

I bet Zon-Kuthon knows how to extract Kazovon's chocolate from Ileosa's peanut butter. /snicker
I have to say that this advice matches my experience well; giving players a couple guidelines to build around generally helps with being able to set the scenes around them, and lends them a sense of party cohesion that you don't get when they just build in a vacuum.
Two recent examples from my experience:
My last (non-current) game was based around a viking-type culture and I'd requested everyone build something appropriate. I gave them a rundown on the culture, the area, brief history, etc. They all really jumped on that, to my surprise. I also arranged a simple (norse-type) rune reading for each of their characters. I drew each character 3 runes; the first was a strength (bonus to a stat), the second was a gift (bonus to a skill), the third was their wyrd or fate (granted ability, roughly feat equivalent or minor class feature). The results were pretty good, though if I had to do it over again, I would probably tone down the potency of the boons.
My second example comes from being a player in my wife's game. A while back, she had us all create characters with common background. We all had to (1) hail from the same small town, (2) be friends with a particular NPC, and (3) be young, between the ages of 14 and 18. Everyone built a really interesting and flavourful character, and they all bonded really, really well. That game has been one of our group's best for roleplaying and immersion. Part of it came from the fact that we really had to think about why and how our characters came to be adventurers at such ripe young ages, and what circumstances surrounded their path to those abilities.
I have another question if y'all don't mind.
There was a little discussion up thread about downtime.
Now I get that in a true no-myth game (as I understand it), there is basically no such thing as downtime; it's all uptime, regardless if the action is "back in town" or not. If it's activity that's not particularly action-y, it can just be handwaved. If it is dramatic, it becomes the next scene, ipso facto.
However, in a hybrid or light scene-framing game, is there room for a distinct notion of downtime, outside of full-on adventure mode? In the traditional notion of a D&D sandbox, downtime is not just about gear or simple money; it can include training, building holdings, recruiting allies, negotiating deals, etc. In that context, it seems to me that robust downtime is a strong instrument for character advocacy, that can in turn inform scene-framing. If my players spend a lot of time at the table improving the defenses of their fortified manor house, we all know what's going to happen next (or soon, or when it's most dramatically inconvenient), right?
Fantasy Craft, for example, is an interesting contrast to the narrative-focused methods discussed here. It also pulls way back on the simulation by abstracting away a lot of detail and process, and it has a focus on the idea of scene (combat resources tend to be per-encounter, action dice, etc). FC offers a lot of tools for character advocacy in my opinion, including robust downtime rules. However, it is more gamist in this respect than may be desired in the context of this thread. It doesn't have the same narrative sensibilities as BW or FATE. Still, I think narrative scene-framing could be very complimentary tool in a Fantasy Craft campaign.
I can't tell if that's obscene, racial, comedic, confectional, or all four.![]()
I get that in a true no-myth game (as I understand it), there is basically no such thing as downtime; it's all uptime, regardless if the action is "back in town" or not. If it's activity that's not particularly action-y, it can just be handwaved. If it is dramatic, it becomes the next scene, ipso facto.
However, in a hybrid or light scene-framing game, is there room for a distinct notion of downtime, outside of full-on adventure mode? In the traditional notion of a D&D sandbox, downtime is not just about gear or simple money; it can include training, building holdings, recruiting allies, negotiating deals, etc. In that context, it seems to me that robust downtime is a strong instrument for character advocacy, that can in turn inform scene-framing.
This is similar to how I tend to handle downtime, too. In 4e, at least, the only activity that mechanically soaks up downtime is learning rituals - there are no long term healing rules, income earning rules, training rules etc. (This is a noticeable difference from Burning Wheel, for instance, or Runequest.)I try to let downtime occupy the same place that montages do in movies. I take a very high level view of it. Generally, I'll have players give me a general view of what they've been doing in between episodes. This helps me to create color and establish the PCs' relationship to the setting without spending too much time on it.
That sounds a lot like Marvel Heroic Roleplaying, which allows you to spend a plot point during a Transition Scene to activate a "resource" - ie a bonus die that lasts until the end of the next Action Scene.While I haven't gotten into a significant period of downtime in the MRQ/Legend game I'm currently running one of the things I'm considering is allowing players to use a hero point to declare something advantageous that happened during downtime.
I always like hearing your examples. Sounds like a really fun game!...examples...