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Primetime Adventures (setting finished, dead thread)
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<blockquote data-quote="anonystu" data-source="post: 1876511" data-attributes="member: 10897"><p>(This isn't by the way GM fiat, it's just anybody's fiat: we'll only agree on a setting when we have enough players who all really groove on a premise)</p><p></p><p>To give you an idea for the actual game, here are the character creation rules:</p><p></p><p>Each protagonist is made up of:</p><p></p><p>1) Concept: Overview of the person, their personality, appearance, background</p><p></p><p>2) Story arc: This is the character's personal struggle for the season.</p><p></p><p>A story arc is made up of:</p><p></p><p>a) Issue: the most defining aspect of the entire protagonist, and that what the protagonist struggles against the most. Examples include: Atonement (Lando), Grief (Buffy, season 3), Dark Temptation (Willow, season 7), Self-Worth (Will Tippen, season 2), Self-Hate (David Fisher)</p><p></p><p>b) Screen Presence: This defines during the season, how important the protagonist is to the episode, and how much their story dominates the screen. For each episode, a protagonist is assigned a number:</p><p></p><p>1: Minor role</p><p>2: Secondary role</p><p>3: Spotlight role</p><p></p><p>Your screen presence determines how many dice you get to roll during a conflict.</p><p></p><p>For a short season (pilot + 5 episodes), you get two 1 episodes, two 2 episodes, and a spotlight episode. The pilot, which comes first, has everybody at a screen presence of 2, but you're free to arrange the other screen presences as you see fit, except for the following two rules:</p><p></p><p>a) Your spotlight episode can't be in the first episode</p><p>b) Only two people can have a spotlight role in the same episode</p><p></p><p>3) Traits: These define what's special about the protagonist</p><p></p><p>You get 5 of these, and these are split into Edges and Connections. You take 2 of either one, than 3 of the other. These give you extra dice in conflicts that involve them.</p><p></p><p>Edges: A package of abilities that tie into a part of the character's story</p><p>Examples: Retired Intelligence Agent, Disciple of the Sight, Political Activist</p><p></p><p>Connections: People your characters knows and/or cares about</p><p>Examples: Edgar the loyal butler, Agent Z the gadget specialist</p><p></p><p></p><p>4) Nemesis (optional): A person whose goal is to make the character's life miserable (Example: Q from ST:TNG)</p><p></p><p>5) Personal Set (optional): While the entire group creates sets that they'll use in game, you get to create your own sets as well. (Example: Picard's Quarters from ST:TNG)</p><p></p><p>So, how does this all come together? Check out this example character from Rescue 2313, a game which is about a crew doing interstellar rescues in a politically fragile universe.</p><p></p><p><strong>WARNING:</strong> This is just a character from the example game from the rules, copied such that people can get an idea of what the game is actually like (and I had to type this up sometime). I actually don't particularly like space opera, so Rescue 2313 isn't a direction I'd like to go in.</p><p></p><p><strong>Brea Mackle</strong>, ex-fighter pilot</p><p></p><p><strong>Issue:</strong> Grudge against the Xiar Protectorate, that she often makes poor decisions when involved with (We don't know why she has a grudge, or even who the Xiar Protectorate, but this gives room to fill this out on the fly)</p><p></p><p><strong>Screen Presence:</strong> 2 (pilot) - 2 - 1 - 1 - 3 - 2</p><p></p><p><strong>Edges:</strong> </p><p></p><p><em>Ex-Fighter Pilot</em> - Useful for flying, knowing things about ships, and military procedures</p><p></p><p><em>Amateur Spaceship Mechanic</em> - Brea knows how to do small repairs and modifications, and how to communicate with other mechanics.</p><p></p><p><em>Diplomat's Daughter</em> - Brea grew up in the world of politics and intrigue, and though she despises it, she knows how to play the game.</p><p></p><p><strong>Connections:</strong></p><p></p><p>A retired military officer who lives on the station where the crew is based. Brea and the officer are close friends, and Brea looks to this person as a father figure.</p><p></p><p>A fellow mechanic on the station who helps her out with information and repairs, in whcih there might be some future romantic tension.</p><p></p><p><strong>Nemesis:</strong> A pilot who's part of the military squadron based at the station. Brea and this pilot have been rivals since they were at the academy together.</p><p></p><p>This should help make things clearer.</p></blockquote><p></p>
[QUOTE="anonystu, post: 1876511, member: 10897"] (This isn't by the way GM fiat, it's just anybody's fiat: we'll only agree on a setting when we have enough players who all really groove on a premise) To give you an idea for the actual game, here are the character creation rules: Each protagonist is made up of: 1) Concept: Overview of the person, their personality, appearance, background 2) Story arc: This is the character's personal struggle for the season. A story arc is made up of: a) Issue: the most defining aspect of the entire protagonist, and that what the protagonist struggles against the most. Examples include: Atonement (Lando), Grief (Buffy, season 3), Dark Temptation (Willow, season 7), Self-Worth (Will Tippen, season 2), Self-Hate (David Fisher) b) Screen Presence: This defines during the season, how important the protagonist is to the episode, and how much their story dominates the screen. For each episode, a protagonist is assigned a number: 1: Minor role 2: Secondary role 3: Spotlight role Your screen presence determines how many dice you get to roll during a conflict. For a short season (pilot + 5 episodes), you get two 1 episodes, two 2 episodes, and a spotlight episode. The pilot, which comes first, has everybody at a screen presence of 2, but you're free to arrange the other screen presences as you see fit, except for the following two rules: a) Your spotlight episode can't be in the first episode b) Only two people can have a spotlight role in the same episode 3) Traits: These define what's special about the protagonist You get 5 of these, and these are split into Edges and Connections. You take 2 of either one, than 3 of the other. These give you extra dice in conflicts that involve them. Edges: A package of abilities that tie into a part of the character's story Examples: Retired Intelligence Agent, Disciple of the Sight, Political Activist Connections: People your characters knows and/or cares about Examples: Edgar the loyal butler, Agent Z the gadget specialist 4) Nemesis (optional): A person whose goal is to make the character's life miserable (Example: Q from ST:TNG) 5) Personal Set (optional): While the entire group creates sets that they'll use in game, you get to create your own sets as well. (Example: Picard's Quarters from ST:TNG) So, how does this all come together? Check out this example character from Rescue 2313, a game which is about a crew doing interstellar rescues in a politically fragile universe. [b]WARNING:[/b] This is just a character from the example game from the rules, copied such that people can get an idea of what the game is actually like (and I had to type this up sometime). I actually don't particularly like space opera, so Rescue 2313 isn't a direction I'd like to go in. [B]Brea Mackle[/B], ex-fighter pilot [B]Issue:[/B] Grudge against the Xiar Protectorate, that she often makes poor decisions when involved with (We don't know why she has a grudge, or even who the Xiar Protectorate, but this gives room to fill this out on the fly) [B]Screen Presence:[/B] 2 (pilot) - 2 - 1 - 1 - 3 - 2 [B]Edges:[/B] [I]Ex-Fighter Pilot[/I] - Useful for flying, knowing things about ships, and military procedures [I]Amateur Spaceship Mechanic[/I] - Brea knows how to do small repairs and modifications, and how to communicate with other mechanics. [I]Diplomat's Daughter[/I] - Brea grew up in the world of politics and intrigue, and though she despises it, she knows how to play the game. [b]Connections:[/b] A retired military officer who lives on the station where the crew is based. Brea and the officer are close friends, and Brea looks to this person as a father figure. A fellow mechanic on the station who helps her out with information and repairs, in whcih there might be some future romantic tension. [b]Nemesis:[/b] A pilot who's part of the military squadron based at the station. Brea and this pilot have been rivals since they were at the academy together. This should help make things clearer. [/QUOTE]
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