Interesting idea,Frank. I wonder if it could be fused together with lifepath systems (so you create a character and then a instant situation).
This reminds me of Dogs in the Vineyard too, where each player must play out a situation before play actually begins, and the outcome of this situation results in the gaining of an ability by the character, related either to its sucess ("Killer of Long-Dong James: 6") or its failure ("Maimed by Long-Dong James: 6").
Prak_Anima wrote:I think what I would do is, first, tell my players "Ok, I want to try something out, I'm not going to say what it is just yet, but please trust me and lets try this out. Don't select your feats or skills in character creation (or whatever), or your equipment. But definitely have some idea of what you want to play."
Then when we sat down to play, I would just put them directly in the scene, possibly with hp missing to indicate the battle's been going on for a bit--"You're fighting five orcs. The one in front of *you* swings his axe!" and let them choose feats and rough skill allocations on their turn and in response to things. Fill in the backstory of the situation in combat, and let them narrate their flashbacks. I would also pay attention to whether they were enjoying the IMR opening, and change tacts if they expressed that they weren't.
Finally, I would be open to them tweaking their stats later if they made a poor choice in the heat of the moment.
Nice rundown of the whole process. I think I would d exactly like this. Thanks.
deanruel87 wrote:Heroquest didn't have character creation. You just chose Elf, Dwarf, Conan, or Merlin and played. Was there some kind of character modification rules?
I was referring to the Heroquest
RPG, not the boardgame.
The traditional playstyle is, above all else, the style of playing all games the same way, supported by the ambiguity and lack of procedure in the traditional game text. - Eero Tuovinen