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Yeah, long backgrounds aren't something I like either. Honestly, when I come up with a character, I usually just make them a vague copy of someone from a movie or similar as a foundation and let them develop into their own thing in play. The Rogue Trader I played in a years long campaign started out as a parody of Errol Flynn characters, for example.
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# ? Sep 1, 2015 17:10 |
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# ? Apr 28, 2024 13:22 |
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gradenko_2000 posted:"It generally means that the players will represent some selection of individuals who are often but not always small-time crooks of some variety, and who will have some selection of desperate motives for important things scattered amongst themselves. The game involves the steady unraveling of the characters' lives by events precipitated by these desperate motives, with usually most of the group exiting the scenario with less (possibly a lot less) than they started, and maybe one actual happyish ending." That would be an interesting adventure design. Take the floor plans from the NY Met or something, have the Cthulhu McGuffin in the middle of the museum, sprinkle additional weapons/treasure/eldritch artifacts about, have a detailed guard schedule and places to cut lines to powerlines and set off sprinklers/fire foam, and then set off four players to compete against each other to pull off the heist.
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# ? Sep 1, 2015 17:33 |