Being
Goblin Squad Member
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The purpose of this thread is to get us thinking and sharing what we imagine might be the best opening experience for the new player.
So let me sketch out what I envision the start of the game would look like were it my project. Then everyone can poke and prod and tear it apart or describe their own vision whole, as they see fit.
After a cinematic opening introducing the River Roads area I would have the intro dissolve to the character creation screen. The first step would be racial selection listing currently available races. Selecting one would open to a description including a comparaticve table of perks that come with that race compared to what is available to the other available races. The user can continue to gender selection or go back to the list of races available.
When the user affirms to go to gender selection the characteristics of available genders (if any) are listed and described. When gender is chosen or confirmed the screen opens with a Da Vinci' Vitruvian Man-like drawing of the base body type, but for the race selected.
'Handles' intended for dragging the character drawing into different proportions should be available to the user to make the body shorter or taller, thicker, thinner, and sliders should be provided for inciting more or less muscularity, body fat, and skin tone. Each of these value ranges shoud have defined limits determined by the ranges of clothing/armor art asset dimensions to enable appropriate sizing and reduce the potential for clipping. The body depicted should have rotation functionality.
When the user is satisfied he or she can accept the changes and progress to a magnification of the facial features.
To avoid excessive incidence of 'clones' each face should begin with a randomization routine that will vary the appearance from the prime basis, hair coloration, facial hair if any, hair style, and apparent age of the character. This way if the character does not wish to bother with custmization then still the produced character is less likely to be a twin of another character.
The face would have 'drag handles' that can be rendered invisible using the tab key (instructions for use on-screen). There should be drag-handles for nose tip, brow, cheek, cheek bone, ear tip, ear lobe, ear center for shifting the whole ear, orbit (whole eye positioning), eye lid, eye edge, mouth, mouth edge, upper lip, lower lip, whole mouth (vertical positioning), chin (whole), left and right chin, jaw edge, jaw center, and jaw below ear.
Dragging left or right on appropriate handles also widens/shortens the other side to preserve symmetry. There should also be a whole head ring to allow changes to the shape of the skull.
All changable dimensions have limitations dictated by the art assets to reduce the likelyhood of clipping issues with helmets and hats, etc..
Further, by holding the control key paired elements like the eyes should be independently positioned to allow limited asymmetry in those features, and the nose should also allow limited skewing.
Some blemishes such as scars should be selectable and placeable.
Hair styles, hair colors, and facial hair selections should be provided.
Once the user accepts their character appearance they are presented with their character's whole appearance in a natural stance clothed in default clothing. The finished caracature should allow the player to zoom and pan and rotate. The player can transition back through the character creation screens preserving their appearance so that adjustments can be made as needed. When the user is satisfied the user can finalize his or her character by naming (first, middle, and surname) and submitting their product. If the name passes all filtration
and duplication checks the interface dissolves to an over view of the character's starting location, an NPC settlement.
Soldack Keldonson
Goblin Squad Member
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Before Character model, I would have stat creation. I am not sure yet what ability score type traits a character will have as the MMO is not following the pen and paper game, but if there are some, I would put that before modeling. As a new player look sat the ability score generation portion they may decide to model the character on the stats they choose. Because if I look at the stats and decide to do a half-orc that has a strength of 10 and an intelligence of 14 (I know real high for a half-orc :) intending to train in the spell tree, then I may want a different model.
Keign
Goblin Squad Member
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I must say, I like your take on character customization, and I do hope we have something close to that level of control, especially over body type. The only issue I might have with it is while many people spend a lot of time creating characters, generally nobody seems to pay attention to what their character looks like after creation.
You know, I would like the option to enter a 'story' behind placeable features, like scars and tattoos. I think it would help people imagine their character's past and personality. (Obviously I would intend the feature to be optional, and you could retrieve the story by reviewing your character in-game.)
Speaking of starting in an NPC settlement, I would like to start with an arriving caravan of some kind. This would likely mean first appearing in or near the market, which is always a good place to find early on in a game. For that matter, while you're there, perhaps you'd need to retrieve your bag from a storage wagon, at which point you receive any equipment that you've arranged to start with, one way or another.
I would like starting clothing to be something simple, travelling clothes, perhaps, but I think I would also like to see some customization available for that during character creation.
Oh, also there needs to be room in there somewhere for choosing a starting alignment and perhaps the Gods you revere most.
And of course, you would want to be able to set your starting 'stats', perhaps with your super high strength automatically changing your model a touch. (Probably better to set the stats first, so the player can have a wiry strong character as easily as a hulking behemoth.)
I think I would also like to have a choice of a starting skill level or two already learned, just to give every character something in the way of a direction from the start.
Dakcenturi
Goblinworks Executive Founder
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Ala the Star Wars Galaxies character creation process :)
Search for SWG character creation to see lots of vids on the process.
Being
Goblin Squad Member
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...
I would like the option to enter a 'story' behind placeable features, like scars and tattoos. I think it would help people imagine their character's past and personality. (Obviously I would intend the feature to be optional, and you could retrieve the story by reviewing your character in-game.)
I was thinking maybe in the starting town the new character would be invited to sit to table for soup and bread and over the course of the meal the player would respond to questions from an NPC at the table, with the player's typed reponses to the specific background questions automatically filling in his backstory into his journal.
Speaking of starting in an NPC settlement, I would like to start with an arriving caravan of some kind. This would likely mean first appearing in or near the market, which is always a good place to find early on in a game. For that matter, while you're there, perhaps you'd need to retrieve your bag from a storage wagon, at which point you receive any equipment that you've arranged to start with, one way or another.I would like starting clothing to be something simple, travelling clothes, perhaps, but I think I would also like to see some customization available for that during character creation.
Sounds good to me. Then maybe there are NPC 'trainer' types (except they aren't trainers)scttered throughout the town at appropriate locations where the player might learn of the various archetypes, maybe pick up starting craft tools and or weaponry, maybe learn a little about the beginning skills.
Oh, also there needs to be room in there somewhere for choosing a starting alignment and perhaps the Gods you revere most.
Sure... maybe the 'trainer'-like NPCs would introduce stories of the deitie associated most with their archetype. Then maybe a beginning tutorial teaching basic combat, selection of first skills, and ending with an encounter with maybe an emmissary of the chosen deity to gie a sense of an alignment decision.
And of course, you would want to be able to set your starting 'stats', perhaps with your super high strength automatically changing your model a touch. (Probably better to set the stats first, so the player can have a wiry strong character as easily as a hulking behemoth.)
That might be best during character creation prior to customizing the avatar in the Da Vinci wheel, so your first look at your waiting body might reflect your stats, much as you suggest.
I think I would also like to have a choice of a starting skill level or two already learned, just to give every character something in the way of a direction from the start.
Right: Your and my ideas seem very similar!
Being
Goblin Squad Member
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Before Character model, I would have stat creation. I am not sure yet what ability score type traits a character will have as the MMO is not following the pen and paper game,
I think they are really trying to follow the PnP model as close as they can while still allowing for changes recommended by the medium of a computer game.
but if there are some, I would put that before modeling.
I agree. Those stats should inform the starting body model you see when you get to the customization screen.
As a new player look sat the ability score generation portion they may decide to model the character on the stats they choose. Because if I look at the stats and decide to do a half-orc that has a strength of 10 and an intelligence of 14 (I know real high for a half-orc :) intending to train in the spell tree, then I may want a different model.
Point well taken, Sol
| Valandur |
'Handles' intended for dragging the character drawing into different proportions should be available to the user to make the body shorter or taller, thicker, thinner, and sliders should be provided for inciting more or less muscularity, body fat, and skin tone. Each of these value ranges shoud have defined limits determined by the ranges of clothing/armor art asset dimensions to enable appropriate sizing and reduce the potential for clipping. The body depicted should have rotation functionality.
Being, if you haven't seen the Eve character creator then check out this Video It's just like what you describe ie. handles etc.. Fast forward to around 2:50 through 4:10. It's really well done.
Being
Goblin Squad Member
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So... exiting the character creation process (and an introduction to game options like video settings, etc.) the screen ultimately resolves to the player standing in a village with a few meager possessions, no weapons, no food or water, no skills, nothing but the clothes on his back and whatever might be in his adventurer's pack.
He has no background yet, no money, nothin'. In fact he is still only in his client and not really connected to the rest of the game world or the people in it since he should not be interrupted and is still being provided orientation.
Ahead of him a bell rings in the square in the village and a strong woman's voice hollers out to one and all to 'Come and Get it!'. So our intrepid adventurer learns to move forward, turn left, and basic navigation, perhaps including a jump and a strafe. Maybe a duck. maybe a mounted rider races through and he learns to roll & dodge.
He is accumulating experience but we aren't ready to go through his first skill acquisition phase because he might not be familiar with the class skill archetypes.
Where the bell was rung is the village square and the NPCs are happy and boisterous because the town is holding a Pathfinder's feast for the workers, townspeople, and travelers who happen to be there with them. All are invited to help themselves to food and drink.
Food and drink are added to the player's inventory as he gets himself a wooden bowl, spoon and hearty stew with a tankard of good wholesome drink. He takes a seat and is immediately welcomed by a grizzled friendly fellow who begins asking him his name, where is is from, and other details about his past.
The player is provided a dialogue box where he can type in his answers. Appropriate places are suggested from his journal tool which may contain significant lore which he may read at his leisure unpressured for more interaction until he has finished. His entries are added for him to his adventurer's journal.
As he eats and drinks he is provided information about the benefits of eating good food and drinking wholesome drink in the form of fairly long duration but minor buffs.
Toward the end of his encounter with the friendly NPC he is told there are people in the town who may help him learn to make a living. As the grizzled man talks about these people the camera moves from the first to the next while the man talks, providing a little directed orientation.
When ready the player enters the world and begins his adventure.
Each of the 'Trainers' he is directed to will provide more information, about the archetypes, about the deities they adhere to, about crafting skills and their products, the resources needed and where those might be found, about the local dangers. If the player shows interest the trainer will provide starting weapons and tools.
Vancent
Goblin Squad Member
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In reference to your original post. Just a little nit pick, but I think that race and gender should be selected at the same time,not on separate screens. I just find that the two options can affect each other so being able to try different combinations at once should expedite the process.
Anyhow, continue on.
Being
Goblin Squad Member
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@Harad I wouldn't recommend allowing allow changes other than cosmetic: hair, beard, similar once the character is named... except in the case of newly introduced races during Alpha and EE. I would understand an undesirable character might be deleted and his name reused. @Vancent I concur on the Race and gender on the same screen: more efficient...and absolutely on the Age part if I had a human I would want to make him elderly, like I pretend to be and nearly am.
...and I believe in providing Use cases when I can ;) Planning hard is sooo much better than correcting hard.
One other thing: In the introductory sequence whatever mechanic will be used to prevent or seriously discourage player-killing should be clearly lain out, with an example using NPCs demonstrating how it works.
Gildur Anvilfist
Goblin Squad Member
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Being, I really like how you've put it. Seems like a great way to do it.
Just one thought regarding:
So... exiting the character creation process (and an introduction to game options like video settings, etc.) the screen ultimately resolves to the player standing in a village with a few meager possessions, no weapons, no food or water, no skills, nothing but the clothes on his back and whatever might be in his adventurer's pack.
How do you think things like daily deals and class packs should be handled?
I'm thinking maybe we could have an NPC (or maybe more than one) calling the player to come and talk to them and then give a plausible in game reason for showering the character in assorted dogslicers, cthulhu statues and exotic hats.Not sure what that reason would be though... Maybe we've inherited the items? Or won the lottery? I don't know, someone else can probably come up with better ideas for this than I can...
Keign
Goblin Squad Member
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The daily deal item and adventurer packs - all in-game items, really - could easily be things you brought along with you from wherever you came from. After all, the 'player pack' is something you brought with you to the River Kingdoms - there is little reason you could not have brought the rest, knowing you were going to settle in the area for a while.
Harad Navar
Goblin Squad Member
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@Gildur and @Keign: The daily deals may only be available in early enrollment. They may not even be a part of the open release version except as purchases after character creation. Unless I've missed something (which is quite possible) I don't think that allegiance packs would be a part of initial character creation during open release. There has to be some mechanic for new players to pick an allegiance after they start playing. It may not be with a pack in the initial start-up kit (unless it is a purchase upgrade for new players).
| Valandur |
I don't think that allegiance packs would be a part of initial character creation during open release. There has to be some mechanic for new players to pick an allegiance after they start playing. It may not be with a pack in the initial start-up kit (unless it is a purchase upgrade for new players).
This could be handled by a small quest type scene, the player is directed to go talk to, and learn about the different factions. Once that's done they could be asked to choose a faction to ally with and given the pack at that point.
Or if they are doing a Eve type of tutorial, the scene could be played out then. Kind of a minor issue at this point for the Devs, but no reason we can't discuss it. :)
randomwalker
Goblin Squad Member
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I hope if we are given a highly complicated character creation process it is released a bit before the rest of the game. That way we can take a lot of time to really give our character the look we want instead of being super eager to just get it finished so we can try the game.
absolutely agree. The more things we have a preview of before game start, the better:
-combat system (pit fights)-character creator
-skill tree/merit badges preview (at least for the first few levels)
-crafting system preview/tutorial
-...
But "a bit before the rest of the game" is still quite some time away. We don't expect open alpha.
Being
Goblin Squad Member
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Being, I really like how you've put it. Seems like a great way to do it.
Just one thought regarding:
Being wrote:So... exiting the character creation process (and an introduction to game options like video settings, etc.) the screen ultimately resolves to the player standing in a village with a few meager possessions, no weapons, no food or water, no skills, nothing but the clothes on his back and whatever might be in his adventurer's pack.How do you think things like daily deals and class packs should be handled?
I'm thinking maybe we could have an NPC (or maybe more than one) calling the player to come and talk to them and then give a plausible in game reason for showering the character in assorted dogslicers, cthulhu statues and exotic hats.
Not sure what that reason would be though... Maybe we've inherited the items? Or won the lottery? I don't know, someone else can probably come up with better ideas for this than I can...
I think it would be simpler to give kickstarters a /claim_ks slash command which would open a dialog listing our rewards which you can check off and have them appear in your pack (and remove them from your /claim_ks list). I don't expect to know which alliance I will wish to join until I've done a little recon for example, and I don't want my alliance pack taking up a slot in inventory. I also hope the Bag of holding isn't stuffed with a bazillion rewards so I have to unpack it before I can use it for the same packspace reason.
Otherwise we are going to discover either the starting area littered with rewards that characters can't immediately use because they need to make packspace, or have players spamming in area chat trying to sell or give away items right off the bat.
Being
Goblin Squad Member
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I hope if we are given a highly complicated character creation process it is released a bit before the rest of the game. That way we can take a lot of time to really give our character the look we want instead of being super eager to just get it finished so we can try the game.
That would likely be a very positive marketing strategy I should think, assuming it is anything like as good as the one used in Eve.
If that character could then be imported into the fightpit demo it would be doubly popular or better.
Artanthos
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Before Character model, I would have stat creation. I am not sure yet what ability score type traits a character will have as the MMO is not following the pen and paper game, but if there are some, I would put that before modeling. As a new player look sat the ability score generation portion they may decide to model the character on the stats they choose. Because if I look at the stats and decide to do a half-orc that has a strength of 10 and an intelligence of 14 (I know real high for a half-orc :) intending to train in the spell tree, then I may want a different model.
I am the exact opposite.
I start with a character image and then build my stats and skills.
Being
Goblin Squad Member
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...continuing from point A to point B
Our Adventurer walks over to the closest trainer in the starting town, an elderly human with weathered skin deeply wrinkled about the eyes, almost like bird wings. He is speaking quietly with a younger man about how to stack newly sawn birch lumber in a kiln to dry so it will dry evenly and not warp.
"Hello young one: I don't believe we have met. My name is Jasper Ornsby, the Master Woodworker for this town. Is there something I can do for you?"
The adventurer is presented with an array of options:
- Tell me about woodcraft.
- I need to gather wood.
- Tell me about resource gathering
- What deities take interest in woodcraft?
- Nothing else right now, sir. Thank you
If the adventurer asks about woodcraft the trainer describes woodcraft in general, the products that can be made, the skills involved, how to procure woodcraft skills, and what the future might hold for a woodcrafter. The woodcraft trainer might also mention which adventurer archetypes need a woodcrafted weapon or shield. The woodcrafter might describe where a wood resource harvesting operation might be set up, and mention possible consequences of disturbing someone else's harvesting operation. Subjects further available at this level of dialog might concern forestry, untended harvesting, and methods for increasing harvester productivity.
If the adventurer says he needs to gather wood the trainer will give him his first set of wood gathering components and offer the skills needed to find an appropriate location and how to set up his operation. He is advised the trainer will only give him one such set of components: any further will need to be purchased. He is also told how to transport his harvested resources back to market, contactor, or woodworking shop for processing. Further subject available at this level of dialog should include information about contracts and how they work.
If the adventurer responds "Tell me about resource gathering" the trainer will generally describe how resources are gathered in Pathfinder Online and what is done with them.
If the adventurer responds "What deities take interest in woodcraft?" he is regalled with descriptions and stories of the various gods and how they relate to woodcraft. The user might pe provoded with a hyperlink that will open his browser to read more detailed information.
If the adventurer responds "Nothing else right now, sir. Thank you" the dialog closes and he resumes his day.
Being
Goblin Squad Member
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Soldack Keldonson wrote:Before Character model, I would have stat creation. I am not sure yet what ability score type traits a character will have as the MMO is not following the pen and paper game, but if there are some, I would put that before modeling. As a new player look sat the ability score generation portion they may decide to model the character on the stats they choose. Because if I look at the stats and decide to do a half-orc that has a strength of 10 and an intelligence of 14 (I know real high for a half-orc :) intending to train in the spell tree, then I may want a different model.I am the exact opposite.
I start with a character image and then build my stats and skills.
Until the character is named, assuming it all works as I have described, you could go to designing the image of the character before dropping back to assign ability points. Would this be suitable for you or should there be something in the interface suggesting both sequences are possible?
Sebastian Hirsch
Goblin Squad Member
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Keign wrote:...
I would like the option to enter a 'story' behind placeable features, like scars and tattoos. I think it would help people imagine their character's past and personality. (Obviously I would intend the feature to be optional, and you could retrieve the story by reviewing your character in-game.)I was thinking maybe in the starting town the new character would be invited to sit to table for soup and bread and over the course of the meal the player would respond to questions from an NPC at the table, with the player's typed reponses to the specific background questions automatically filling in his backstory into his journal.
Why? Why should I want to enter my backstory into the game? On the offchance that I am a psycotic killer and antipaladin ... is that something I would want to mention?
Sebastian Hirsch
Goblin Squad Member
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For your own reference, really, to help flesh out your character and clarify your motivations. Nothing there even suggests that other people can see it - your journal is yours.
In that case, I would be more than willing to skip it it.
I know that something like this is sometimes suggested, but in the context of a MMORPG, I dont really see a benefit. After all it's not likely that your old school bully or love interest is likely to appear. Or that one of your relatives gets kidnapped.
Being
Goblin Squad Member
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Being wrote:Why? Why should I want to enter my backstory into the game? On the offchance that I am a psycotic killer and antipaladin ... is that something I would want to mention?Keign wrote:...
I would like the option to enter a 'story' behind placeable features, like scars and tattoos. I think it would help people imagine their character's past and personality. (Obviously I would intend the feature to be optional, and you could retrieve the story by reviewing your character in-game.)I was thinking maybe in the starting town the new character would be invited to sit to table for soup and bread and over the course of the meal the player would respond to questions from an NPC at the table, with the player's typed reponses to the specific background questions automatically filling in his backstory into his journal.
Not at all, Sebastian. In that case your character would recognize that it is not yet timely to leave the immediate area yet you do not wish to be hung until dead like the evil wretch that you are and lie like a dog in your journal, just to be safe in case one of the dweebs you have to deal with for now gets ahold of it. You certainly don't want to leave any evidence, and if the little snitch notices you have failed to write anything at all in your journal the oversight will appear.. suspicious.
Why? Whatever did you think I intended?
So you are in a way, and whether you intended to or not, making the case for alignment selection at character creation because if the client knows you are the reprobate you are it could tailor your opening experience to emphasize that you are taking advantage of the insipid fools of the village and yet need to maintain your cover until you have gained stregth enough to get to an area where the people are reliably motivated by greed, lust, envy, fear and other reliable, predictable vices of enlightened self interest. You know, home.
I'm just of the opinion that you should have to earn your evilness gradually no matter how bad you think you are so that you can survive long enough to get to more familiar terrain.
Other hand it could be that there are three starting cities because three matches neutral good, neutral neutral, and neutral evil. Who knows?
Being
Goblin Squad Member
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It is true though that many players entering the game who are uninterested in the RP are going decide very quickly that the Journal mechanic is a barrow-load of horsepucky and wish to skip all the RP elements.
Should they be able to?
Okay it is sandbox whaere whatever the player wishes to do they should be able to within the limits of the rules. Right?
Sebastian Hirsch
Goblin Squad Member
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Sebastian Hirsch wrote:Being wrote:Why? Why should I want to enter my backstory into the game? On the offchance that I am a psycotic killer and antipaladin ... is that something I would want to mention?Keign wrote:...
I would like the option to enter a 'story' behind placeable features, like scars and tattoos. I think it would help people imagine their character's past and personality. (Obviously I would intend the feature to be optional, and you could retrieve the story by reviewing your character in-game.)I was thinking maybe in the starting town the new character would be invited to sit to table for soup and bread and over the course of the meal the player would respond to questions from an NPC at the table, with the player's typed reponses to the specific background questions automatically filling in his backstory into his journal.
Not at all, Sebastian. In that case your character would recognize that it is not yet timely to leave the immediate area yet you do not wish to be hung until dead like the evil wretch that you are and lie like a dog in your journal, just to be safe in case one of the dweebs you have to deal with for now gets ahold of it. You certainly don't want to leave any evidence, and if the little snitch notices you have failed to write anything at all in your journal the oversight will appear.. suspicious.
Why? Whatever did you think I intended?
So you are in a way, and whether you intended to or not, making the case for alignment selection at character creation because if the client knows you are the reprobate you are it could tailor your opening experience to emphasize that you are taking advantage of the insipid fools of the village and yet need to maintain your cover until you have gained stregth enough to get to an area where the people are reliably motivated by greed, lust, envy, fear and other reliable, predictable vices of enlightened self interest. You know, home.
I'm just of the opinion that you should have to earn your...
Yeah I think it would be a very good idea to set your aligment, pretty early in the character generation process. It might allow the game to costomize your starting experience.
And obviously you arent't likely to start the game as the dark lord of evil, or for that matter as a shiny beacon of law and justice, but since the characters are supposed to have a past (even going so far to get a title from the kickstarter) I certainly expect to have finished some kind of training.
Decorus
Goblin Squad Member
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I think it should start in a Tavern by a fire with a Bard telling the story of your character. You can see your character forming standing next to the Bard as the Bard tells what your character looks like. When you go back and change something you already picked a drunken heckler in the crowd shouts out "Thas not right".
The character selection should be in a Tavern with each slot being a chair at a table. When you select your character and enter the game a tankard should be slammed down on the table sloshing liquid all over that drips away revealing you in game.
Being
Goblin Squad Member
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Regarding some elements of character creation those of us who are fairly new to the mix here should probably read this thread on character customization, especially Post #55 (second page for my browser) by Ryan Dancey.
Being
Goblin Squad Member
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I think it should start in a Tavern by a fire with a Bard telling the story of your character. You can see your character forming standing next to the Bard as the Bard tells what your character looks like. When you go back and change something you already picked a drunken heckler in the crowd shouts out "Thas not right".
The character selection should be in a Tavern with each slot being a chair at a table. When you select your character and enter the game a tankard should be slammed down on the table sloshing liquid all over that drips away revealing you in game.
That sounds interesting Decorus. Do you see the story being told with your character now old, then young again and in the story when the suds slide down the tankard to reveal you?
You should say more about your vision: how does the game unfold?
| Aizom the Tiefling |
I think that your stats should in some way help the journal give a description of you. For example, assuming I have little in the way of attributes except for my Dex and Charisma, "After growing up malnourished, poor, and uneducated, little else could be said of Aizom save that he could dodge a single blow from death himself, and then talk him out of his scythe with his beguiling smile."
| Aizom the Tiefling |
I think that your stats should in some way help the journal give a description of you. For example, assuming I have little in the way of attributes except for my Dex and Charisma, "After growing up malnourished, poor, and uneducated, little else could be said of Aizom save that he could dodge a single blow from death himself, and then talk him out of his scythe with his beguiling smile."
Want to emphasize I didn't mean Charon in that statement, as he doesn't use a scythe.
Being
Goblin Squad Member
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With visions of gold in his eyes our adventurer sets out with his tools to make his fortune. Moving toward the town gate his eye is drawn by a rough looking man sitting upon a bench leaning back against a white-washed wall in the sun. All around are children swinging wooden swords at one another while the man whittles yet another wooden sword using a large, very sharp looking knife. The man waves him over and offers a seat.
Anxious to be about his business our adventurer is too polite to refuse but sits where he is told with some reluctance.
"Headed out into the wild?" The man asks.
"Well, yes: I am going to go harvest wood to sell and make my fortune." the adventurer confides.
The man nods as he carves an embellishment in the wooden sword's wooden hilt. "Wood would be good, yes, but how do you mean to bring the wood back? Trees are heavy, and resist moving very far."
"Well, I suppose I might start with a smaller tree."
The man looks with clear eyes into those of the adventurer: "Small trees do not sell well except as firewood. Even firewood is heavy if you are carrying it. Perhaps you shuld purchase a horse so you can drag a tree worth the while back from the forest."
The adventurer is dismayed. "I haven't enough money to buy a horse. What can I do?"
"A good question if I have heard one. You should do what you can and not attempt what you cannot."
The adventurer is at a complete loss, for there is nothing he can do except harvest wood that he cannot bring back to sell.
"I think I may have the beginning of a solution for you young man."
Being
Goblin Squad Member
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"The town is sometimes assaulted by evil creatures." the man with a large knife continued, "so maybe you might make a bit of coin helping out the town."
"We have occasionally noticed that before attacks a bad creature, usually a goblin, is seen looking down at the town from a bluff not far away.
"You should go talk to the Sergeant of the Town Watch and see if there is a contract available to go see whether there might be a spy up there. The sergeant is in that small building there, next to the gate."
Our adventurer nods and walks over to the small building by the gate.
Inside is a soldier sitting asleep at a desk. The adventurer clears his throat abruptly: "Ahem!"
The soldier awkens instantly, eyes popping open but not yet seeing who is before him. "Yes? Yes? I wasn't asleep at all, sir I was just..." when the soldier's eyes recognize the adventurer is a young stranger and not the Magistrate his eyes narrow, and his face flushes a bit.
"Here now: and who might you be? State your business young man!"
"Well that man over there," replies the adventurer, gesturing toward the man on the bench,"said you might be willing to pay someone to go check the bluff for spies."
The sergeant's wiry eyebrows rise as he looks the adventurer up and down, and he says gruffly "We might indeed, if we thought the fellow wanting the job could handle it. But you are not even armed, and you don't appear to be a powerful wielder of magic, nor a divine cleric."
"You would need training, and a weapon before we sent you on such a mission. I don't want to have to go out there and drag your carcass back for burial."
"Go see the mage for your spells, or the armory for a weapon, or the temple for a holy symbol. Then come back and we will see what we can do."