I think it's working...
This whole process is taking a while.
It's that tedious part of the process where tables have been drawn up, and now the data is being populated into them. This means the whole project isn't ready for public consumption yet, but it feels like it's getting closer.
I'm looking at four phases of character generation, with each phase lasting six years of the character's life. 0-5 infancy, 6-11 childhood, 12-17 adolescence, 18-23 maturity... characters may start at an age of 24+.
Because each phase is 6 years, six dice are rolled to determine what connections and relationships the character has made during their life... each spreading the potential range of relationships; genetic, family, community, abstract concepts... if a player rolls doubles, triples, or other combos for their character, they gain access to special life events.
Since we're rolling six dice, doubles are fairly common (providing quirky stuff), triples not so much (so these provide some more exotic benefits to characters), four-of-a-kind is pretty rare (so if you get one of these you're able to choose something really unusual). I'm not going to bother with 5 of a kind. The idea here isn't for one player character to be more powerful than another, or for one player character to be more quirky and exotic than another, but to allow limited options and choices. Yes, this will make the backstories of some characters more interesting than others, but this is a game about taking what you've gained from the past and moving forward with choices of your own.
One of the last things I'm looking at will be equipment in the system. Especially since the post apocalyptic environment of Walkabout is dramatically different to the post scarcity setting in The Law...
...but that's another set of issues to deal with.
It's that tedious part of the process where tables have been drawn up, and now the data is being populated into them. This means the whole project isn't ready for public consumption yet, but it feels like it's getting closer.
I'm looking at four phases of character generation, with each phase lasting six years of the character's life. 0-5 infancy, 6-11 childhood, 12-17 adolescence, 18-23 maturity... characters may start at an age of 24+.
Because each phase is 6 years, six dice are rolled to determine what connections and relationships the character has made during their life... each spreading the potential range of relationships; genetic, family, community, abstract concepts... if a player rolls doubles, triples, or other combos for their character, they gain access to special life events.
Since we're rolling six dice, doubles are fairly common (providing quirky stuff), triples not so much (so these provide some more exotic benefits to characters), four-of-a-kind is pretty rare (so if you get one of these you're able to choose something really unusual). I'm not going to bother with 5 of a kind. The idea here isn't for one player character to be more powerful than another, or for one player character to be more quirky and exotic than another, but to allow limited options and choices. Yes, this will make the backstories of some characters more interesting than others, but this is a game about taking what you've gained from the past and moving forward with choices of your own.
One of the last things I'm looking at will be equipment in the system. Especially since the post apocalyptic environment of Walkabout is dramatically different to the post scarcity setting in The Law...
...but that's another set of issues to deal with.
Comments