| R-type |
MY PLAYERS -Please Stay Out.
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or else...
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I mean it....
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ok?
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I’m ripping off the plot from the realms novel Depths of Madness by Erik Scott de Bie (well, not really because I’ve done something very much like it before -years ago and reading the novel recently just made me want to DM a ‘sequel’ of sorts if anything.)
…So anyhow, the game will start with each character waking up in a dungeon with amnesia, I’m going to keep the players character sheets behind the DM screen and just have them roll the dice so they have hardly any idea what’s going on. Who they are, how they got there and what they can do. I’m going to give each player a blank character sheet which they can fill in as they learn things about themselves. I know many, many a DM has done this kind of thing before.
Now I’m a little conflicted over just how much they should know about themselves to start off with. They all have ‘magical memory loss’ (which is convenient for me and the story of course) and explains away most hiccups one might expect to come across or get asked about -but I’d like to hear your thoughts on what you think would be an appropriate amount of ‘starting knowledge’.
I suppose one would know things like what race they are, maybe their own name… (They would be comfortable in their own skin etc) and that’s about it really. I would like to start them completely ‘blank’ as well though, each character finding out what they look like after finding a dagger and checking out their reflection in the blade etc… Also do you think I should write an alignment on each of their character sheets just so they have something to roleplay.
Um..?
What would you find most fun?
| Sharoth |
On the alignment, leave it BLANK! The reason is, they are starting over. A Paladin with memory loss could possibley become a major villian and only later realize "oops". That would be very interesting to play someone who starts over again and only finds out later that they were completely different. I would stick with Race and maybe name. But the name is just a maybe. Also, give them a general stat idea. Are they strong, healthy, quick, smart, handsom, ect. But let them learn more as they go.
| R-type |
They will start out in nothing but rags or dirty clothing, no weapons, feeling cold, damp and hungry, perhaps a bit bashed and bruised.
Level wise they will start at third.
I understand what your saying about alignment and it would be fun to do it that way -part of me leans towards alignment being something innate (in D&D anyway) kinda like the paladin would feel compelled to do the right thing anyway etc.
Your way is much more fun though so I'll probs do that. :)
| Anglachel |
MY PLAYERS -Please Stay Out.
There is an acclaimed French RPG that address those issues (memory loss, alienation...). it is called Patient 13. You might have a look.
Gamme : Patient 13
Editeur : John Doe
Auteur(s) : Anthony Combrexelle
Illustrateur(s) : Anthony Combrexelle, Willy Favre, Matthias Haddad
Numéro ISBN : 9-782916898-03-2
Oh1 It is in french btw
| R-type |
R-type wrote:MY PLAYERS -Please Stay Out.
There is an acclaimed French RPG that address those issues (memory loss, alienation...). it is called Patient 13. You might have a look.
Gamme : Patient 13
Editeur : John Doe
Auteur(s) : Anthony Combrexelle
Illustrateur(s) : Anthony Combrexelle, Willy Favre, Matthias Haddad
Numéro ISBN : 9-782916898-03-2Oh1 It is in french btw
Apologies in advance for butchering your language but here goes…
Mon Francais n'est pas que bon mai moi aimerait un lien si vouz avez un ?
| magdalena thiriet |
No names. Much more fun that way...letting them figure out what to call themselves. And it makes it suitably more difficult to find about their past (especially if you have made up some nice histories for the characters, they might first hear rumours of past exploits in third person...)
Language remembered: common and own racial language. Other languages they will remember when they hear or see them.
Ethnicity vaguely (works best if the characters are from variety of places, if they are all from the same place don't give it out).
Generic idea of own physical stats. I would make accuracy of this info relate to WIS stat...characters of high WIS have better understanding what they are actually capable of, while characters of low WIS might either be overconfident or have low esteem on their abilities.
That's pretty much it. Rest should come eventually, including alignment (though DM should give some nudges to correct direction...be prepared to write loads of small notes to players, at least in the beginning :) )