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<blockquote data-quote="SteveC" data-source="post: 9511153" data-attributes="member: 9053"><p>That's a really good point. I have a section that I model after the Bobs in Office Space (is that too ancient a reference, I wonder?). You talk about "What you do around here."</p><p></p><p>Session zero has you establish what the group actually starts doing. The game is actually about a crisis that occurs in the world and what you do about it, but things don't start off that way. So you might be family members, work at a business, be part of an acting troupe or something entirely else that the group comes up with together.</p><p></p><p>And as you're creating characters you rate them for the virtue or flaw that's important to them (think Ultima, an even older reference...) The crisis will be based in opposition to what the group's most common virtue or flaw is.</p><p></p><p>So you start the game deciding what you do. You know there's going to be a crisis of world shaking proportions, and you figure out what that is about by making it opposed to what you believe in the game.</p><p></p><p>And that introductory section lists the important principles that are a part of the world that I've worked really hard to make sure it actually works with in terms of rules.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9511153, member: 9053"] That's a really good point. I have a section that I model after the Bobs in Office Space (is that too ancient a reference, I wonder?). You talk about "What you do around here." Session zero has you establish what the group actually starts doing. The game is actually about a crisis that occurs in the world and what you do about it, but things don't start off that way. So you might be family members, work at a business, be part of an acting troupe or something entirely else that the group comes up with together. And as you're creating characters you rate them for the virtue or flaw that's important to them (think Ultima, an even older reference...) The crisis will be based in opposition to what the group's most common virtue or flaw is. So you start the game deciding what you do. You know there's going to be a crisis of world shaking proportions, and you figure out what that is about by making it opposed to what you believe in the game. And that introductory section lists the important principles that are a part of the world that I've worked really hard to make sure it actually works with in terms of rules. [/QUOTE]
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