However first I'd like to take a brief digression into some minor issues of terminology. Now, in that last post I used fairly standard terms to describe things. You know, like GM. Or even Game. But those aren't terms that I actually use in either the notes I had written up, or in my head. According to the files I've got I first wrote this game up in 2006. And even then I insisted on referring to each time we played as an Issue. Not a session, or a game or anything like that. An Issue. Because I was trying to do something very specific. I was trying to create a game that felt like a comic book. And considering each session of the game as an issue of this theoretical comic helps to set up certain things in your mind. The pacing, the structure. The cliffhanger at the end. It might seem a simple or pointless thing, but using that terminology helped to get everyone thinking in terms of comic books. It helped set the tone. I think one of the reasons that I consider the games I ran using this system so successful was that, at either the beginning or end of each session I'd have a clear picture in my mind of a lurid comic book cover, complete with cheesy hook lines. So yes, each game session hereafter will be referred to as an Issue. The GM should, I think, be referred to as the Editor. This is, after all, a collaborative medium. And whilst the GM has final control over events the players input is such that it would feel wrong to use the term Writer. Editor feels a lot more correct. I think I may have touched on this subject a little back when I was talking about charisma in D&D, but I think it's important for the terminology used to suit the feel of the game. Don't change shit just for the sake of it. But if it helps set the mood whilst staying intelligible, then go for it.
Okay, having got all that out of the way let's get on with a look at a Character Bio. See? Feels different from just saying character sheet doesn't it?
Anyway, obviously at the top we have boxes for name and alter-ego. Of course which one of these you write Bruce Wayne in and which one you write Batman is up for debate. Usually by people who actually care about such things, which in this specific case doesn't include me. So let's move on.
Then we have the areas for Archetype and Power Source. Now, Archetype basically just means Hero or Villain. And may be entirely irrelevant depending on the sort of game you're running. In the post apocalyptic version of the setting I ran this was important as it determined who had the explosive collar and who had the button. Power Source is simply where your powers originate from. Mutant, Tech, Magic, SCIENCE!! that type of thing. Basically I stole this from City Of Heroes. And why not? It works. The big comic universes are, at this point, giant contradictory mash ups of basically everything, so it's nice to keep things straight to at least some degree. Nothing's overly set in stone here, and there is always room for a bit of overlap between the various possibilities.
Then we have the Status box. As mentioned previously we don't use HP or anything else in this game. because, well...
Yeah, exactly. Rather the various states of debilitating injury lovingly described to you in exacting detail by your Editor are noted here. And you better pay attention to them. Because if you don't want me to keep going about the terrible sensation of the two halves of a shattered bone grinding against each other then you might want to stop trying to walk on that broken leg. As I've said before, after the resolution mechanics all results are applied narratively. This is where you guess how close to death you are.
That's right, not know. GUESS. Who said freeform games can't be dangerous?
Anyway, after this we have the Powers section. Where you record your characters super abilities. Or the super abilities granted to them through atomic powered battle suits and mystic swords, depending on the sort of character you're going with. Point is, this is where the powers go. NOT regular skills or things that the character just happens to be very good at. Peter Parker can write Does Whatever A Spider Can here, certainly. But being Good At Chemistry come underneath in the Traits box.
Traits are just some descriptive qualities about your character that may or may not have any direct application. So yeah, you could be a Technical Genius. Or you could have an Unsettling Gaze. Or simply be Beautiful and Deadly. These are normally positive qualities, and generally I allow my players to pick 3. After all, they are main characters, so it wouldn't do to make them too one note.
Next to Traits though comes Drawbacks. As you might expect these are negative qualities of the character, used to balance out the Powers and Traits and make the characters more interesting. This where you're kryptonite, alcoholism or just plain old being Ant-Man come in.
Then, finally we have sections for Equipment and Resources. Equipment refers to any NOTABLE items the character may be carrying. I don't care how much pocket change you've got, or how many mints you have left. But if you're carrying an atomic blaster pistol, that's kinda important. Resources refers to the sort of thing that a character has access to in one way or another. If he's well connected then important people may be listed. If he owns a multinational arms manufacturing company then this is probably the place to mention that. There may be a certain overlap with Traits, but remember whilst the Traits refer to the qualities of the character itself, the Resources are what external sources of support they can draw on. Even if it's only a Part Time Job or Supportive Family Member.
Now, having outlined the basics of the Character Bio, how do we go about actually go about generating a character?
Well, first you need to come up with a character concept. What sort of powers do you want your guy to have? What sort of person should they be? Come up with an origin story and think about their last adventure. Then, go over your character concept with the Editor. Explain it to them and work out between the two of you what to write in what box. Just remember that whilst the Editors word is final, anything that doesn't work can always be retconned. You outline what the powers are and how they should work, and the Editor will give you the modifier values they feel are appropriate. Be as specific or generalized as you like. Just try and make sure you have a decent character concept. After all, as I'm sure the internet will tell you, simply having super everything +/- Infinity does not a compelling character make.
The question you may ask here of course, is what about character balance? I mean, if Bob makes Thanos and Jeff makes Matter Eater Lad, what then? Well, firstly, who the fuck would make Matter Eat Lad as a character in anything? And secondly, that's all a question of story. If you make an overpowered hero, then he's going to attract all the overpowered villains. Push the world and it WILL push back. The disparity between the two characters should, however, be dealt with narratively. Maybe Thanos gets nerfed in the first game by some cosmic doodad and has to pal around with Matter Eater Lad to try and get his powers back. Maybe the the cosmic villains ignore Matter Eater Lad when attacking Thanos, enabling him to do stuff elsewhere. Maybe we're telling a story about two characters at radically different power levels and they deal with each other and the world around them. Maybe I should stop typing the words Matter Eater Lad over and over again and go do something else?
Seriously, just.... Why?
Point is, these sort of issues are up to the creative team to decide. Is the system potentially abusable by munchkin power gamers? Yes. Along with, to a greater or lesser extent, every other system ever made. I'm quite lucky in that these aren't the sort of people I have to deal with in my narrow little circle of gaming acquaintances. But I do have to ask, if they're spoiling it for everyone else, why play with them at all?
Anyway, once you've got some Main Characters sorted then you just need to start playing. And whilst it's up to the Editor to populate the world, perhaps the most important thing is to let the Main Characters set the tone. When staring a game of anything the first thing I do is ask my players what sort of thing they want. You can come up with the broad strokes, but let the players choices inform the details.
But I think I'll talk more about background next time.
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