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<blockquote data-quote="Lackhand" data-source="post: 4819393" data-attributes="member: 36160"><p>Oh, I'm waiting. And waiting. And waiting. Also waiting for Turn Coat to come out in paperback, for that matter. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I've been toying in my free time with making up my own Menace Manual for SotC -- annotated fantasy bestiary with aspects & skill layouts. The only thing that's stopped me is that, as Rechan points out, DFRPG is coming (some day!) and will provide a slightly classier chassis for what I want it to do.</p><p></p><p></p><p>Compelling and invoking for effect are incredibly awesome. Rewarding a player for allowing their character to come to harm plays out very well -- the short term penalty is (or should be) enough to discourage metagaming, but the long term payoff of a little extra FP later is a very nice encouragement.</p><p></p><p>Do not skimp on character generation if you have the time. Set aside a session, or most of a session, to build your characters together. There's a lot to be said for the interconnectedness their 5 phase system creates and the plot threads that can be left dangling.</p><p></p><p>Consider preserving a few aspects -- 2 or 3 -- to be selected in-game. I've found that I often don't need all 10 aspects (6 seems to be my magic number) and the wildest, wackiest things about most RPG characters are uncovered in play.</p><p>Especially for the first time you're playing, it can be daunting to come up with all your aspects out of nowhere, with most of my D&D-players-to-SotC-players having a <em>lot</em> of repetition in their aspects.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4819393, member: 36160"] Oh, I'm waiting. And waiting. And waiting. Also waiting for Turn Coat to come out in paperback, for that matter. ;) I've been toying in my free time with making up my own Menace Manual for SotC -- annotated fantasy bestiary with aspects & skill layouts. The only thing that's stopped me is that, as Rechan points out, DFRPG is coming (some day!) and will provide a slightly classier chassis for what I want it to do. Compelling and invoking for effect are incredibly awesome. Rewarding a player for allowing their character to come to harm plays out very well -- the short term penalty is (or should be) enough to discourage metagaming, but the long term payoff of a little extra FP later is a very nice encouragement. Do not skimp on character generation if you have the time. Set aside a session, or most of a session, to build your characters together. There's a lot to be said for the interconnectedness their 5 phase system creates and the plot threads that can be left dangling. Consider preserving a few aspects -- 2 or 3 -- to be selected in-game. I've found that I often don't need all 10 aspects (6 seems to be my magic number) and the wildest, wackiest things about most RPG characters are uncovered in play. Especially for the first time you're playing, it can be daunting to come up with all your aspects out of nowhere, with most of my D&D-players-to-SotC-players having a [i]lot[/i] of repetition in their aspects. [/QUOTE]
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