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<blockquote data-quote="Quickleaf" data-source="post: 3004632" data-attributes="member: 20323"><p>My most recent on-line game had 3 strangers seeking shelter at a caravanserai during the "mother of all sandstorms." They were trapped together until the storm passed, true, but one of the conceit of the Arabian Adventure genre is that heroes recognize each other and joine together. All the players understood this, and thus created relationships between each other quickly; for example one looked up to the other two as mentors, another saw the other two as boon companions, and another saw the other two as his charges to protect (I think).</p><p></p><p>They stayed together after the first adventure in order to bring the wicked sorcerer they'd imprisoned to justice before a qadi in the capital city. Moreover, each had individual reasons for going to the capital: One was presenting a gift of calligraphy to the Caliph, another was curious and had never seen the capital before, and the third was searching for his father's killer.</p><p></p><p></p><p>One great way to build characters is to use the concept of the prelude/lifepath/group character generation in which the entire group has a good feel (and has contributed to) each character before chargen finishes. They'll not be "fully developed" but everyone will have a good grasp of each character and their relations to each other. For an example of this, check out the pre-generated characters for the <a href="http://bluerose.greenronin.com/blue_rose_support.php?id=P396" target="_blank">Frog Princess</a> adventure.</p><p></p><p>Do PCs have to be "fully developed" in order for each player to have a sense about the other PCs? Think about it. In order to portray a convincing setting the GM doesn't need it to be fully developed; many GMs just know the basics and ad-lib the rest. Likewise, a player can ad-lib about their PC's background when another player's PC asks a question to which there is no answer yet. For example...</p><p></p><p><strong>Jon, playing Athinel:</strong> "I see your brow is weary from the road, stranger. Join me beneath this tree and share its shade. What brings you to Watership Vale?"</p><p><strong>Sandeep, playing Kiyris:</strong> uh...Oh! "My sister is heavy with child and I come to regal their house of good fortune with song and gifts from distant lands."</p><p><strong>Narrator:</strong> Ok, note to self. Kiyris was in foreign lands.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 3004632, member: 20323"] My most recent on-line game had 3 strangers seeking shelter at a caravanserai during the "mother of all sandstorms." They were trapped together until the storm passed, true, but one of the conceit of the Arabian Adventure genre is that heroes recognize each other and joine together. All the players understood this, and thus created relationships between each other quickly; for example one looked up to the other two as mentors, another saw the other two as boon companions, and another saw the other two as his charges to protect (I think). They stayed together after the first adventure in order to bring the wicked sorcerer they'd imprisoned to justice before a qadi in the capital city. Moreover, each had individual reasons for going to the capital: One was presenting a gift of calligraphy to the Caliph, another was curious and had never seen the capital before, and the third was searching for his father's killer. One great way to build characters is to use the concept of the prelude/lifepath/group character generation in which the entire group has a good feel (and has contributed to) each character before chargen finishes. They'll not be "fully developed" but everyone will have a good grasp of each character and their relations to each other. For an example of this, check out the pre-generated characters for the [URL=http://bluerose.greenronin.com/blue_rose_support.php?id=P396]Frog Princess[/URL] adventure. Do PCs have to be "fully developed" in order for each player to have a sense about the other PCs? Think about it. In order to portray a convincing setting the GM doesn't need it to be fully developed; many GMs just know the basics and ad-lib the rest. Likewise, a player can ad-lib about their PC's background when another player's PC asks a question to which there is no answer yet. For example... [b]Jon, playing Athinel:[/b] "I see your brow is weary from the road, stranger. Join me beneath this tree and share its shade. What brings you to Watership Vale?" [b]Sandeep, playing Kiyris:[/b] uh...Oh! "My sister is heavy with child and I come to regal their house of good fortune with song and gifts from distant lands." [b]Narrator:[/b] Ok, note to self. Kiyris was in foreign lands. [/QUOTE]
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