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Post by Kainguru on Jul 31, 2013 7:00:42 GMT -8
From the blog post in question: I think this kind of sums it up. I am Terrence Rollin . . . good to see Saque P in there too . . . and the moderator approved our comments so the blog owner can't be all that bad (the article was in question was from a guest rather than the blogger him/herself) Aaron
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Post by henryhankovitch on Aug 1, 2013 16:15:17 GMT -8
Awards shows are bullshit anyway.The Fear the Boot guys call this the "party template," which is a good enough term for it. Basically covering the party's social connections, their metagame goals, how they've become part of the adventure, and so on. With my current gaming group, most of our characters are made at the table, mainly out of player laziness and access to books, that sort of thing. And in general I try to establish the PCs' relationships to one another, focusing on how they know each other and why they would want so-and-so along with them. I specifically note that this doesn't mean they have to like each other; just that they have a pre-existing connection that allows them to work together. Ocean's Eleven is a good example. Most of the protagonists aren't buddy-buddy with each other; a few of them openly hate each other. But they all have reason to be confident of each others' abilities, if for no other reason than a guy they know vouched for them. For instance, a hypothetical Rogue Trader party: the captain is the son of a Rogue Trader dynasty whose older siblings have passed on prematurely, bringing him to the fore. His Arch-Militant comes from a minor noble family and knows the Captain from their days in the Navy. His Missionary is the family's priest, having served three generations of Rogue Traders. The Navigator has served on the ship since before the Captain bought it, and is reverently feared by its crew. The Void-Master was hired by the dynasty in a contract that involved paying off his debts to a crimelord. And so on. The PCs start the game all knowing each other already; none of this "you meet the Navigator in the bar--oh fuck, why are you already pointing guns at each other."
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Post by Kainguru on Aug 2, 2013 1:01:14 GMT -8
Absolutely agree - award ceremonies are shite, the things they give awards to tend to be double shite with chunky bits and I have never understood why the fucking television thinks I'd be interested in watching a bunch of overpaid 'actors' sit around and indulge in mutual admiration - if I wanted to see 'actors' giving each other a hardcore gobble or otherwise indulging in various acts of fornication and mutual masturbation I'd use the internets. At least when porn 'actors' are publicly fucking each other senseless you know that's exactly what they're doing. To me The Oscars mean a night of fucked telly when my favourite shows don't get played and I have to wait another week to see what happens in them. Aaron
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Post by ericfromnj on Aug 3, 2013 10:02:55 GMT -8
After listening to most of 1008, I have to agree if you make interesting characters, it makes the game far more memorable. This point was made on an earlier podcast and I have embraced it to the point where we have had anything from just interesting characters (Commander Cold - winner of the Villainlogue of the Year Award circa 2009; the Tuna Bomber (just youtube it and skip the shot drinking))or something akin to a soap opera (Nun who was former prostitute slept with Indian and Priest suspects but wrongly suspects gambler who is always hitting on the incredibly hot Sister Mary Joseph).
The players LOVED it, so thank you.
As for givaways, I find that whatever you use to make them chose their characters (Folders, Wanted Posters, little standees with pictures) work the best since they are a functional part of the game.
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