Tuesday, March 22, 2011

Skmount And Blade On Flash Drive

advanced character creation: Introduction


What makes a story memorable? "The plot? Are your characters? What makes a story memorable is a combination of good characters with a good plot. If one of the two parts lame the other invariably suffers. That's why if we get items (stories) memorable, as masters in addition to our work in the plot is recommended to put emphasis on the generation and evolution of the characters.

When I refer to an emphasis on the generation of characters does not mean that we should try to make the characters have a balanced group (understood as a warrior, thief and magician, or university professor, police, journalists etc.), but well-defined characters. This is especially important if we are to start running a campaign, and have well-defined characters from the beginning will help to improve the narrative, and to modify the master's initial ideas about the plot.

all have a role-playing game character generation chapter, which mechanically enables you to get an outline of character after the player should be charged to appreciate and give depth. Many games have some elements that can develop in one way or another as virtues and defects, or background. But inevitably do after all you still have a character sketch that probably will evolve during the game. Some of these sketches will evolve and memorable characters and some characters are mere clichés without depth.

around this last point, you can spend more time on the generation of the characters, allowing the player blurred idea takes shape during this time. In what ways can we do? Here are some ideas and techniques:.

1 .- Writing an outline of the history of the character.


if you are interested in them only with the links will direct you to posts where are more developed.

Once the above process and to finish the character outline a technique that can be used is to pass the player a series of questions covering from the details and particulars of his family, customs personal traits, political and religious ideas, of values, virtues, defects, etc. For example: If we play in the seventeenth century that the player I am interested in outlining his views on God, the church, the Inquisition, the country and the crown or understand the honor. If we play in the 20's I want to know the degree of belief in the supernatural or divine their characters, morals and appearance of morality, his attitude towards the law (and in particular the prohibition), whether Democrat or Republican, etc..

All this can start a campaign with characters defined, full of information which in turn can be used to introduce the plot and make it more solid and interesting family information, for example you may allow an excuse to start a part of the plot (a sister asks for help or go away ...) or enter retailers or countervailing elements (such as a mother who must feed) or to ensure that the group is not harmonious if you wish.

Finally it should be noted that the work of the master to the players about the characters should not be limited to the generation of these simply. Regularly and when necessary should be introduced opportunities for reflection on the evolution of the character.

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