Editing Xanderan the Wizard Slayer

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'''Motifs''': Old mentor/guide figures and ruins of ancient buildings will represent the influence of the past. The birdmen, losing their power of flight, show how things change and can be neither better nor worse. Ghosts represent when the past is out of balance with the present. Cemeteries show people coming to grips with leaving the past behind them, and mass graves will represent wrongs of the past. People with amnesia and/or no sense of their past will represent what happens when the past is lost as well as the search for identity. Gangs, tribes, guilds show what people do to build communities and feel like they belong. Children on the edge of coming of age, birthdays, obituaries, and works of art will represent sense of self. The road represents the journey of self-discovery.
 
'''Motifs''': Old mentor/guide figures and ruins of ancient buildings will represent the influence of the past. The birdmen, losing their power of flight, show how things change and can be neither better nor worse. Ghosts represent when the past is out of balance with the present. Cemeteries show people coming to grips with leaving the past behind them, and mass graves will represent wrongs of the past. People with amnesia and/or no sense of their past will represent what happens when the past is lost as well as the search for identity. Gangs, tribes, guilds show what people do to build communities and feel like they belong. Children on the edge of coming of age, birthdays, obituaries, and works of art will represent sense of self. The road represents the journey of self-discovery.
  
==Character Types and Drama Points==
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'''Character Types and Drama Points''': Drama Points are taken right out of Buffy: The Vampire Slayer RPG and work in much the same way as in that game. The only real difference is that Plot Twists cost a variable amount depending on what you want to do, and work like Dramatic Editing in Adventure!.
 
 
Drama Points are taken right out of Buffy: The Vampire Slayer RPG and work in much the same way as in that game. The only real difference is that Plot Twists cost a variable amount depending on what you want to do, and work like Dramatic Editing in Adventure!.
 
  
 
Gaining DP in play is also as in Buffy – but with a S&S amoral twist. Heroic action is about "Great things" things beyond normal human accomplishment, rather than "good things" that are nice and sweet. Quotes that get rewarded are less glib and pop-culture and more baroque and pulpy. Getting screwed by the plot still works the same, as does supporting the Wizard Slayer when he gets all catatonic and murder-machiney. Finally, I give DPs when players come up with good ideas for sub-plots, interesting kickers for the start of a game, or toss out a good bang when I’m getting stuck on what the plot should do next. (I can hear Ron Edwards screaming at my mangling his terminology right now….) That dovetails nicely with the Dramatic Editing aspect, as players can sometimes get an essentially "free" Dramatic Edit if what they edit becomes cool enough to generate a subplot of its own.
 
Gaining DP in play is also as in Buffy – but with a S&S amoral twist. Heroic action is about "Great things" things beyond normal human accomplishment, rather than "good things" that are nice and sweet. Quotes that get rewarded are less glib and pop-culture and more baroque and pulpy. Getting screwed by the plot still works the same, as does supporting the Wizard Slayer when he gets all catatonic and murder-machiney. Finally, I give DPs when players come up with good ideas for sub-plots, interesting kickers for the start of a game, or toss out a good bang when I’m getting stuck on what the plot should do next. (I can hear Ron Edwards screaming at my mangling his terminology right now….) That dovetails nicely with the Dramatic Editing aspect, as players can sometimes get an essentially "free" Dramatic Edit if what they edit becomes cool enough to generate a subplot of its own.

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