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[[Gladius et Aegis|Back to Main Page]]
 
 
 
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=Agree Campaign Concept and Power Level =
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=1) Agree Campaign Concept and Power Level =
  
 
Before the process begins, its important to know what the overall campaign structure is, where the game is set, what the base premise is, and how powerful the protagonists ought to be.
 
Before the process begins, its important to know what the overall campaign structure is, where the game is set, what the base premise is, and how powerful the protagonists ought to be.
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=Discuss and set Character Concepts=
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=2) Discuss and set Character Concepts=
  
 
With the above in mind, players should create their character concepts. This may require a little setting familiarity, but the entire design philosophy of the ''Gladius et Aegis'' game is to encourage creativity rather than stifle it. There aren't a finite number of "splats" to draw from, but rather a game framework that allows you to create the sort of character you want. If you want to come up with something not mentioned in the game setting (maybe a stranded alien made of pure thought, a soul-imbued clotheshop dummy, a hyper-intelligent owl, or whatever) then the only thing that limits it is your imagination, and the shape and integrity of the overall campaign setting. For example, if you're playing in the default setting (which has vampires, ghosts, magi, etc. and is "dark fantasy" in nature) then its probably out of keeping with the tone of the game to play a Tokyo schoolgirl that has a giant rainbow-decorated robot suit. Also, there's no obligation to go wild with something original and unique: the GM will likely appreciate it if you choose to tie your character concept with the world and supernatural society he's already created, so if you play a vampire or mage in the default setting, it'll probably as good for the story as if you play a unique creature with no ties to the other supernaturals in the world.
 
With the above in mind, players should create their character concepts. This may require a little setting familiarity, but the entire design philosophy of the ''Gladius et Aegis'' game is to encourage creativity rather than stifle it. There aren't a finite number of "splats" to draw from, but rather a game framework that allows you to create the sort of character you want. If you want to come up with something not mentioned in the game setting (maybe a stranded alien made of pure thought, a soul-imbued clotheshop dummy, a hyper-intelligent owl, or whatever) then the only thing that limits it is your imagination, and the shape and integrity of the overall campaign setting. For example, if you're playing in the default setting (which has vampires, ghosts, magi, etc. and is "dark fantasy" in nature) then its probably out of keeping with the tone of the game to play a Tokyo schoolgirl that has a giant rainbow-decorated robot suit. Also, there's no obligation to go wild with something original and unique: the GM will likely appreciate it if you choose to tie your character concept with the world and supernatural society he's already created, so if you play a vampire or mage in the default setting, it'll probably as good for the story as if you play a unique creature with no ties to the other supernaturals in the world.
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=Assign Attributes=
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=3) Assign Attributes=
  
 
There are four '''Attributes''' that broadly define your character.
 
There are four '''Attributes''' that broadly define your character.
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* ''Extreme'' - You have 33 points of attributes, and can put no more than twelve in any one attribute.
 
* ''Extreme'' - You have 33 points of attributes, and can put no more than twelve in any one attribute.
  
Implied by the above, but worth stating here, is that the human average for Socialisation, Physicality and Intellect is 4.
 
  
=Gain Aspects=
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=4) Gain Aspects=
  
 
''Aspects'' are way to individualize your character, describing him or her in ways that reflect training, specializations or expertise. ''Aspects'' are created by players and the GM together (usually with the player proposing an Aspect they would like, and the GM giving approval or (more rarely) vetoing it).  
 
''Aspects'' are way to individualize your character, describing him or her in ways that reflect training, specializations or expertise. ''Aspects'' are created by players and the GM together (usually with the player proposing an Aspect they would like, and the GM giving approval or (more rarely) vetoing it).  
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=Create Arcana=
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=5) Create Arcana=
  
 
''Arcana'' are supernatural powers and like ''Aspects'' are defined in a freeform fashion. Only creatures with supernatural powers have ''Arcana'' - if you opted to create a character with a ''Puissance Attribute'' of zero, then you can skip this step.
 
''Arcana'' are supernatural powers and like ''Aspects'' are defined in a freeform fashion. Only creatures with supernatural powers have ''Arcana'' - if you opted to create a character with a ''Puissance Attribute'' of zero, then you can skip this step.
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=Add Traits=
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=6) Add Traits=
  
 
''Traits'' are descriptors of your character that aren't just edges or weaknesses, but a bit of both. Essentially, they're ways of describing who your character is, and often encompass rules sub-systems unique to characters with that trait. ''Traits'' are player defined (with GM consent, rules input and veto), and should use the following guidelines:
 
''Traits'' are descriptors of your character that aren't just edges or weaknesses, but a bit of both. Essentially, they're ways of describing who your character is, and often encompass rules sub-systems unique to characters with that trait. ''Traits'' are player defined (with GM consent, rules input and veto), and should use the following guidelines:
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=Record other details.=
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=7) Record other details.=
 
 
Sometimes you'll need to record additional details, normally as a result of traits. For example, if you take the ''Vampire Trait'' as its presented in the suggested Traits section, then you'll need to record a ''Blood Pool'' score.
 
 
 
This is also a good time to review your character concept and to decide whether whats on your character sheet matches what you were looking for. If it doesn't quite fit, you can make adjustments, either to the character sheet, or to tweak the concept. The GM should also look at the characters in the gaming group as a whole, and make sure that the characters are going to fit well together. Perfect balance in power levels isn't necessarily the goal, but rather that the characters are likely to be equally involved in the stories to come, and thus every player will be able to have a good gaming experience rather than feeling as if they are playing a bit part in another player's story.
 
 
 
Particularly eager players might want to start adding more information now as well, such as character history and biography, more details on motivation, hooks that will help the GM bring the story to their characters and - perhaps most importantly - how their characters relate to the other characters in the gaming group.
 
  
Finally, be aware that character generation doesn't have to stop when the game begins. No player group or GM can be expected to make perfect judgment calls, especially with regards to power balance. Both the players and the GM should be open to the idea of adjusting character concepts as character sheet details as play progresses. Of course, major changes can be jarring to a narrative ("hey, I've decided that I'm not a vampire after all, but actually an invisible ghost) but if the story can be preserved, it pays not to be too much of a stick-in-the-mud with regards to making adjustments on the fly. The important thing is that the players have characters they enjoy playing, and that the GM enjoys running the game with those player characters. Everything else is just guidelines!
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Sometimes you'll need to record additional details, normally as a result of traits. For example, if you take the Vampire
  
  
  
 
[[Category:Gladius et Aegis]]
 
[[Category:Gladius et Aegis]]

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