Jump to content

Recommended Posts

Posted
8 hours ago, Warning said:

I see. So it's left to be seen still what the setting will actually be. I will be watching for the time being. I still like the idea of a Wild Arms theme (I mean, cow girls with fancy gun skills). I didn't have many but I could probably find something fun with this. But for now, yeah. I will be checking to see what is really decided. A lot of this is pretty new to me and the kind of character I might be allowed to use might differ. :)

To me that's the fun, watching your character concept evolve through Pathways with the other players, watching them become attached to the world, NPCs, other players. Character creation IS worldbuilding and vice versa. It's so integrated you end up making a character that fits specifically into this world and is inextricably tied to it and the other PCs. I can't imagine any of my Cortex Drama characters playing in other games.

 

9 hours ago, AsBloodTurnsEverCold said:

Magic is actually pretty common in any sort of "Pulp" genre like Steampunk and westerns just more lowkey. Witches with mysterious works, magical societies, mystic power sources, the obvious inhumans and the like. Could fit in easy but plans and group decisions. 

I'm so excited for the possibility of this that I'm just de-facto building up my image choices for any sort of character that might fit in. 

Magic in this game could be as simple as a Distinction called "Witchcraft" with some definitions of what it means to be a witch, and specific SFX showing how your witchcraft will affect dice mechanics.

One of my favorite mechanics for this is to add an SFX that allows you to use ANY power (to simulate casting a spell for whatever effect you want) but to do so you have to add a d10 to the Trouble Pool (the pool of dice the GM gets to use against you throughout the session), which means that sure, you can do anything, but then later, there will be dramatic repercussions... magic comes with a price 😉

6 hours ago, DreamsnThings said:

Oh god... OH GOD I MISSED ALOT!

uh... where the hell do i even start? I opened a spoiler and on my phone it doubled the page size?...

*overstimulated noises*

For this whats like... the first things i should think about as someone really interested but whos life hit a busy period?

just think about what kind of steampunk/weird west character you want to play... really until we get going, there's not much else to do, and I'm happy to help with the mechanics as we go. I assume a learning curve, but once you get it, it's really pretty simple.

  • Love 2
Posted

I've been thinking about what would keep all the character's together, a sort of group framing device. In a supers game it would be easy - you're all on the same team. In a sci-fi game, you're all the crew of the same ship. Or you're all members of the same criminal gang, or the same strike force, or... well, you get the idea.

I want the players to decide together... but I decided to spew out some ideas, in case people are wondering, "how can we all be linked together?" 

So without further ado, another list.

Ideas for ways to keep the Player Characters together

  1. The Town’s Defenders – they all live in a strange frontier boomtown (part steampunk, part mining camp, part trading post/railroad stop/hub), and are forced to band together when trouble strikes.
  2. Inheritors of a Mystery – each PC received part of a will, deed, map, or strange device from the same eccentric benefactor. Some may be related to each other, or to the benefactor.
  3. Circus / Traveling Show – they tour together as performers, engineers showcasing their latest scientific inventions, trick/sharpshooters. They run into some sort of "trouble of the week" in each new town, and their individual (or collective?) pasts follow their caravan.
  4. The Brotherhood / Sisterhood of the Peculiar – they've all been recruited by a secret society to investigate supernatural threats across the frontier.
  5. Fugitive Caravan – they're all running from something (law, debts, curses), and survival means sticking together.
  6. Expedition Crew – they've been gathered by a wealthy patron or eccentric scientist for an exploratory mission (ruins, lost civilizations, hidden labs, etc.).
  7. Victims of an Experiment – they survived a mad scientist’s invention gone wrong, and are tied by trauma, strange abilities, or scars.
  8. Blood or Found Family – literal relatives (siblings, cousins), or bound together as a surrogate family of misfits.
  9. Debt to a Benefactor – someone powerful saved them once, and now they “owe favors” (could be a government agency, railroad baron, outlaw boss, supernatural patron).
  10. The List – their names were all written together on a strange parchment found in the papers of someone being investigated (supernatural? criminal? something else?)
  • Love 2
Posted

Pretty good list though I imagine no matter what the given groups decide (Whether it be one super group given the interest or two separate) that the found family angle just kinda naturally comes out. I don't think an origin should be fully picked though until the players see what their running mates are able to put together. 

Personally thought I quite like 2, 3, 6, 9, and 7 in that order not that some of these can't be combined in some way. 

  • Love 1
Posted

Not just a little. 8 says "literal relatives." I don't know which I prefer most myself. The circus just reminds me of Peppita from Star Ocean 3 and it gives me nostalgia. XD Other ideas seem like normal stories to work with. I wouldn't know which ones I prefer exactly. I usually try to bring/create a character based on the setting in place when it comes.

  • Recently Browsing   2 members

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Read our Privacy Policy for more information.

Please Sign In or Sign Up