Editing User:Bill/Malifaux Roleplaying

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The approach is somewhat limited in that the highest value possible is seven, which while fine for other stats is not necessarily enough for Wd, and it doesn't assign any suits. I didn't address the Wd issue, but I had the volunteers choose one suit to assign to one stat and I gave them an additional one for each joker that they were dealt. This potentially gives them up to three suits, though in practice only two of the four characters had two stats with an associated suit and the other two only one. I don't think that's an issue because, in book one, very few characters have more than two stats with a suit associated with them and even some of the masters only have a single stat with a suit; not counting attacks. And I'm not counting attacks because I want to attribute those suit associations with magical weapons or a Talent that would be consolidated into the attack profile in the wargame. For the test characters, we didn't get to that portion.
 
The approach is somewhat limited in that the highest value possible is seven, which while fine for other stats is not necessarily enough for Wd, and it doesn't assign any suits. I didn't address the Wd issue, but I had the volunteers choose one suit to assign to one stat and I gave them an additional one for each joker that they were dealt. This potentially gives them up to three suits, though in practice only two of the four characters had two stats with an associated suit and the other two only one. I don't think that's an issue because, in book one, very few characters have more than two stats with a suit associated with them and even some of the masters only have a single stat with a suit; not counting attacks. And I'm not counting attacks because I want to attribute those suit associations with magical weapons or a Talent that would be consolidated into the attack profile in the wargame. For the test characters, we didn't get to that portion.
  
I handled Talents and Spells for each character by allowing the players to select from the list of common abilities and triggers, then describe what the character could do. Based on the abilities presented in book one I filled in the blanks as far as number of action points something would cost, what suits would be required to successfully activate a power, and the casting challenge, resist and range for spells.  
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I handled Talents and Spells for each character by allowing the players to select from the list of common abilities and triggers, then discribe what the character could do. Based on the abilities presented in book one I filled in the blanks as far as number of action points something would cost, what suits would be required to successfully activate a power, and the casting challenge, resist and range for spells.  
  
The permissive tone of the setting brought out a pretty fair amount of creativity in my players. Volunteer one created two characters. The first was an undead neverborn based on the concept of a fallen angel. This one didn't work too well due to the wound issue. The player relied heavily on a high defense and ended up crushed by an attack from a Flesh Construct. With a better idea of how the mechanics of the game work, he opted to make something new rather than revise his fallen angel. Character two was a stone themed construct specialist, which performed much better. This also brought up the question of how constructs should be handled. In the brief encounter I ran before we had to cut the session short, the character engaged in some social interrogation as well as combat.
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The permissive tone of the setting brought out a pretty fair amount of creativity in my players. Volunteer one created two characters. The first was an undead neverborn based on the concept of a fallen angel. This one didn't work too well due to the wound issue. The player relied heavily on a high defense and ended up crushed by an attack from a Flesh Construct. With a better idea of how the mechanics of the game work, he opted to make something new rather than revise his fallen angel. Character two was a stone themed construct specialist, which performed much better. This also brought up the question of how constructs should be handled. In the brief encounter I ran before we had to cut the session short, the character engaged in some social interraction as well as combat.
  
To deal with the construct question, which came up again when discussing character options with another player later, I've ruled that large constructs which cannot be summoned in the game will be handled as Spells with time requirements that are in excess of what is available in the fast-paced environment of the battlefield. In my opinion this takes into account both the printed abilities of Masters in the first book as well as the fluff, which features an ice golem rising from a snowbank at Rasputina's command before a battle with Seamus. These Spells will likely have a significant raw material requirement and possibly a Soulstone requirement as well for the most powerful ones.
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To deal with the construct question, which came up again when discussing character options with another player later, I've ruled that large constructs which cannot be summoned in the game will be handled as Spells with time requirements that are in excess of what is available in the fast-paced environment of the battlefield. In my opinion this takes into account both the printed abilities of Masters in the first book as well as the fluff, which features an ice golem rising from a snowbank at Rasputina's command before a battle with Seamus. These Spells will likely have a significant raw material requirement and possibly a Soulstone reqirement as well for the most powerful ones.
  
Altogether, I highly enjoy this cooperative freeform style of character generation. It really opens up the creative possibilities of the game, but it has two problems. First, there is not even an attempt at the pretense of balance between characters. While I can try to control the direction that the players develop their characters so that they do not dramatically overshadow the other characters, I won't really be able to tell how good the custom abilities are until they're in use. Second, it absolutely requires a highly experienced referee to pull off and therefor isn't suitable for a final product that can be shared with other folks interested in a Malifaux RPG. I'll continue to develop the random stat system along side the point based system though, it's just fun.
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Altogether, I highly enjoy this cooperative freeform style of character generation. It really opens up the creative possibilities of the game, but it has two problems. First, there is not even an attempt at the pretense of balance between characters. While I can try to control the direction that the players develop their characters so that they do not dramatically overshadow the other characters, I won't really be able to tell how good the custom abilities are until they're in use. Second, it absolutely requires a highly experienced referee to pull off and therefor isn't suitable for a final product that can be shared with other folks interrested in a Malifaux RPG. I'll continue to develop the random stat system along side the point based system though, it's just fun.
 
 
[[Category:Home Brew]][[Category:Malifaux]]
 

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