Tuesday 29 April 2014

Marienburg is Born!

I do apologise for the lack of A-to-Z posts recently... I've been working a crazy amount at SportsBet, so I haven't had many evenings in which to write, and the next few days are likewise filled with lots of fun (though I will be posting about all of that), so the last few letters will have to wait a little while. I'll try and do a few tomorrow and stack them up, but no promises.

Last night I finally held my first WFRP related event since the end of Praag, and it felt awesome. Everyone gathered around at our usual gaming table, and we had a Round Table Character Creation session. We discussed the campaign, and I handed out the Starter Kits, and everything was in good WFRP cheer!

The collaborative Character Creation, though, was a lot more successful than I thought it would be. This is what I did:

  1. Everyone around the table had the chance to give a 1 sentence explanation of their character. This ranged from submissions as succinct as "Pirate", to multi-clause sentences about Half-Ogres and Blood Bowl teams.
  2. Everyone got the chance to veto or question any of the choices. Some questions were thrown, and ideas changed dramatically (I kid you not, one of the characters went from "Axe Cop", to what is essentially Vinculus from Jonathan Strange & Mr. Norrell - a charlatan who dabbles in fake magic, gambling, and anything to make a quick copper).
  3. Everyone expanded on their ideas, and added bits of flavour. This was anything to additions of back story, or what have you.
  4. Again, everyone could veto or question.
  5. Everyone described what they would be doing during a usual session, and we got some clear ideas of the party intentions. Surprisingly, there was very little combat focus, so the campaign is going to be more Everyman than I expected, which could be very interesting!
  6. I then laid out two scenarios for the party, and asked them where they would fit into the scenes - they got to colourfully describe what they would be doing*:
    1. The first was a bar fight, where all patrons are being involved in the scrap.
    2. The second was a carnival on a holy day, which was full of attractions that they could make up.
  7. Second to last, the players had to pair off with two different other players and create "memories"**.
    1. How this worked was that each player joins up with one other and creates a memory that they both share which is a "good memory". They need not know each other was involved, just so long as it is a shared experience in their past which they both find good. We had players inadvertently helping each other out, and some who became friends before the start of the campaign.
    2. The second was the same, but with a "bad memory", and another PC. This meant that every player would have a good and a bad memory, and would be linked to two other players. This necessitates that talking to any one of the players means that you can trace a web of interactions to every other player.
  8. And last of all, we rolled up our characters, using the Expanded Character Module as an aid in random skills, talents, trappings, and doomings.
* This process was perhaps the second best thing I did, because it gave the players the chance to directly tell me where in a situation they want to be.
** This was perhaps the best thing I've ever done during character creation, and I will likely write an entire article about this. It allowed the players to really understand each other, and to build a shared history for the city.

All in all, everyone ended up player characters that they otherwise probably wouldn't have thought of. We have a wonderful band which are stuck together due to a shared company interest, as well as a shared history. Among the characters are:
  • A male Halfling "Carpet Salesman" who specialises in rolling up corpses and throwing them off bridges.
  • A male Marienburg-born Norscan Bouncer who shares his Minstrel father's love of the innocent.
  • A male Tilean Painter / Art Forger who has deep ties with both the underworld and the upper class.
  • A male Marienburger Ferryman / Smuggler / Family Man who is always on the look out for more money-making schemes.
  • A female 15-year-old Bretonnian Pirate who has already done way worse things than any of the other characters have even seen in their lives.
  • A male Marienburger Charlatan / Mystic / Gambler / anything else that can con people out of money.
  • A male Half-Ogre Blood Bowl Quarterback who is looking for a leg up in the competitions.
  • A female Marienburger Ex-Black Cap / Rat-Catcher who is searching for the man who framed her, and a way to make her massively extended family proud.
Can anyone say GM fodder?! I'm going to have some fun!

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