What makes a Walkabout Character?

The SNAFU system asks players to roll 2 or more input dice, then allocate the bast two results between the outputs of "success" and "sacrifice". Higher rolls are always better (more successes gained, less sacrifices required). The base dice used by characters are based on their attribute most applicable to the situation, and the die representing the strength of their calling. Skills and natural aptitudes apply a flat bonus to a die result of choice before the output is determined; having multiple skills applicable to a specific situation doesn't give more of a bonus, it just gives variable ways of addressing the matter at hand. Specific equipment, situations, and advantages are where players gain extra dice beyond the basic two.

When upgrades are made to a character, a die may be increased in size (where dice are used widely across a range of tasks), an ability may be added (which is narrower in scope, but offers a higher bonus), a defence may be gained (which blocks incoming successes, like an automatic saving throw), or a character advantage may be gained (allowing an extra die to be rolled).

Each type of upgrade has it's own bonuses and drawbacks... for example, having extra dice to roll doesn't necessarily mean higher die results, but it does reduce the chance of rolling ones, or rolling low results. I ran the numbers, and it all basically balances out, but there will always be variances in the way players interact with the systems.

What I'm playing with now is the way characters might define themselves within the setting, and for that I'm drawing on some concepts that were a part of some recent LARPs I developed.

I'm looking at genetic heritage, cultural heritage and occupation.

Genetic heritage is something that only comes at character generation, this basically comes in the form of a package of attribute minimum (or maximum) values, a couple of available abilities, and a genetic advantage or two. Players don't need to purchase these for their characters, but the more they do purchase, the more they appear to be a stereotypical member of that genetic group. If players choose not to have any elements of genetic heritage at the start of play, they are a regular commoner in the setting. Genetic heritage elements may not be bought later.

Cultural heritage is socially learned traits. A culture may value specific attributes or abilities, and these options become available for starting characters to choose (in addition to general abilities). Again, players don't need to purchase these, but stereotypical members of the culture will be those who possess more than half of them. Within each culture there are specific subcultures, who possess more of these traits.  A starting character may belong to a culture, a specific subculture, or might not belong to any at all. During the course of play, a character may only pick up cultural heritage abilities if they regularly associate with members of that culture who possess those abilities. A character may be adopted by a culture during the course of thrir story unfolding, a member of a culture may be initiated into a subculture (but only if they belong to the wider culture first). Changes to a character's culture are dramatic moments in their story, often accompanied by new allies, enemies, and twists in their narrative that shake-up the character's journey. This means cultural heritage elements can be bought after character generation, but they are slow to acquire and need story justification.

If genetic heritage is permanent, and cultural heritaged us domething that only changes with dramatic twists to the narrative, occupations are something that may alter on a whim. As long as you've got the right skills, abilities, and meet any other requirements, you can function and a member of the specified occupation. If a character comes into town with a high physical attribute, crafting skills, and metallurgical knowledge, they can fulfil the role of Blacksmith. From this perspective, an occupation isn't what gives you the skills and abilities, rather it is what you can do if you've got those skills. Once you start working in a specific occupational role and have mastered it, a special advantage associated with that occupation becomes available.

I'm looking at a lifepath system to generate characters.

  • Birth gives the genetic heritage, and the cultures of the character's parents or guardians. 
  • Childhood builds on that by allowing pkayer to choose which of the parent's cultures becomes the dominant element in the character's life (and what elements they character manifests from the cultures they grew up in).
  • Adolescence provides the opportunity to defect to a new culture, specialise in a subculture (especially if a parent/guardian belonged to that group), choose a few general abilities and character quirks, or even spend a bit of time mastering one of the general starting occupations (or a starting occupation commonly found among the culture(s) they belong to).
  • Most starting characters then kick off their adventuring in early adulthood, where they first hear their calling. (I'm tossing up whether to develop a system that allows characters to start their journey earlier or later in their lives).

I'm generally envisioning a semi-guided lifepath system here, utilising the multi-dice system, where a player may allocate the dice among the various chouices that are available. Nothing as harsh as "3d6-in-order", but reflecying the games narrative that the world and the characters within it are chaotically imbalanced and looking for meaning and a restoration of balance as they follow their calling.


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