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lupex
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Character Death and integrating new characters

Sun 21 Jan 2018, 14:13

So it seems that character death is an expectation in this game, which is great as character mortality adds a good level of tension, but this will inevitably lead to new characters being introduced during the campaign.  I would like to put a vote in for some guidance around this being included, both narratively (as in how could you bring in new characters to join the current band of rogues), and mechanically (how much xp, gear or currency should a replacement character start with compared to the old character, how much xp, gear or currency should a new character have if a player joins the game late into the campaign etc).  Anything like this that is more codified will help to address this without having GMs and players bringing different ways to handle this, thus reducing potential player or character conflict at the table.
Last edited by lupex on Tue 23 Jan 2018, 08:52, edited 2 times in total.
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Tomas
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Re: Character Death and integrating new characters

Tue 23 Jan 2018, 07:34

Fair point, that will be done.
Fria Ligan
 
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lupex
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Re: Character Death and integrating new characters

Tue 23 Jan 2018, 09:01

Fair point, that will be done.
Thanks
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LupNi
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 10:02

In line with this, I think the game would really benefit from a possibility to randomly generate characters. First, it would speed up character creation and allow a player to immediately roll a new character. Second, I actually enjoy randomness for its own sake :D It's quite common in dungeon crawling RPGs, and I enjoy the possibility to let go of my agencyin character creation!

Could this maybe be included in the booklet for the "alternate character creation method"? Just a few random tables to quickly roll on?
 
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9littlebees
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 10:18

Could this maybe be included in the booklet for the "alternate character creation method"? Just a few random tables to quickly roll on?
My recollection from discussions on the Kickstarter prior to this forum being opened is that this is the case.

But my memory could be clouded by wishful thinking! ;-)
 
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9littlebees
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 10:18

Could this maybe be included in the booklet for the "alternate character creation method"? Just a few random tables to quickly roll on?
My recollection from discussions on the Kickstarter (prior to this forum being opened) is that this is the case. But my memory could be clouded by wishful thinking! ;-)
Last edited by 9littlebees on Thu 25 Jan 2018, 11:48, edited 3 times in total.
 
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lupex
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 10:58

In line with this, I think the game would really benefit from a possibility to randomly generate characters. First, it would speed up character creation and allow a player to immediately roll a new character. Second, I actually enjoy randomness for its own sake :D It's quite common in dungeon crawling RPGs, and I enjoy the possibility to let go of my agencyin character creation!

Could this maybe be included in the booklet for the "alternate character creation method"? Just a few random tables to quickly roll on?
I generally prefer a point buy system, especially after one too many starange rolls whilst creating a WFRP character, which made a character nobody wanted to play, but an option for this might be fun.
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HumbleDM
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 12:30

I'm not sure how you would do a roll for stats mechanic with the way this game is set up. The highest stat you can have is 5, so rolling a D6 doesn't work (-1 to the roll means you have 0 in a stat if you roll a 1, 5-6 = a 5 means you have a better chance of getting the highest stat). Although I may be misreading and you could roll a d4 for stats, then affected by kin (+1 in that stat). Just some random thoughts.

Personally I think character creation is so quick in this game that it doesn't matter, and I like how it runs without "levels", makes a nice change from the superhuman characters you end up with in other RPGs, whilst still giving the characters more powerful abilities. 
 
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AndersP
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 12:46

I'm not sure how you would do a roll for stats mechanic with the way this game is set up. The highest stat you can have is 5, so rolling a D6 doesn't work (-1 to the roll means you have 0 in a stat if you roll a 1, 5-6 = a 5 means you have a better chance of getting the highest stat). Although I may be misreading and you could roll a d4 for stats, then affected by kin (+1 in that stat). Just some random thoughts.

Personally I think character creation is so quick in this game that it doesn't matter, and I like how it runs without "levels", makes a nice change from the superhuman characters you end up with in other RPGs, whilst still giving the characters more powerful abilities. 
Technically, the highest stat you can get is 6, if your Highest attribute for Kin and profession is the same.

However, I agree that using a D6 to determine your stat is not the best solution since there is a high probability of getting very high or low stats. And it does not save any time compared to putting 13-15 points on attributes.
 
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9littlebees
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Re: Character Death and integrating new characters

Thu 25 Jan 2018, 13:20

I'm working on a hack right now that has randomised stats similar to WFRP.

Each Race (Kin) starts out with an Attribute profile (e.g. Humans start out with STR 2, AGI 2, WIT 2, EMP 2, while the Jotnar start with STR 3, AGI 2, WIT 1, EMP 2).  Then there are a number of background options (random tables to roll on) which each grant a bonus to either an Attribute or Skill.  Finally, the Starting Career (Profession) provides a number of Skills which each get 1 rank.

Here's a full(ish) example for a Human with the base stats mentioned above.  Note my hack uses d8 as the main dice, not d6, though the principles are the same.
  1. Roll d8 on the Background table - 5: "Wilderness" - this grants a +1 to AGI
  2. Roll d8 on the Upbringing table - 3: "Common" - this grants a +1 to STR
  3. On the Career chart for Wilderness Commoners, I have the options of a Sailor or Miner, I'll go with a Miner.
  4. The Miner Career gives one rank in the following Skills: Force, Intimidation, Move, Scouting, Nature (my skills are different)
  5. Roll d88 on the Life-Changing Event table, 35: "Rescued a baby monster abandoned in the forest and raised it as a pet; had to kill it when it started eating the village livestock" - this grants +1 to Husbandry
  6. Roll d88 on the Temperament table, 67: "Cautious" - this grants a +1 to 3 skills: Stealth, Lore and a choice of Move or Coordination
  7. Roll d8 for Age to determine how many remaining Attributes and Skills can be spent. 4: "Adult" - this allows two additional Attribute and Skill points (though not on the same Attribute or Skill) - in addition, only one Attribute can go up to rank 5 (Humans can choose any Attribute), and only 2 skills can start at rank 2
  8. Final stats: STR 4, AGI 3, WIT 2, EMP 3 (extras went to STR and EMP) - Coordination 1, Force 1, Husbandry 1, Intimidation 2, Lore 1, Melee 1, Move 1, Scouting 1, Stealth 1, Nature 1 (extras went to Intimidation and Melee).
  9. Talents are also peppered along in these steps - one racial talent, one Career talent (from a choice of 3) and one Temperament talent.  Only 3 talents, all chosen more or less from random rolls.
Granted, my hack has slightly lower-powered PCs with a wider range of skills than Forbidden Lands (it's got Grimdark in the title for a reason), but it's definitely possible to do random chargen here.
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