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Post by Finarvyn on Sept 24, 2007 23:02:30 GMT -5
One of the things I like most about Erick's 1E ADRP is what I term the "rule of threes" which he used for the Elder NPCs.
What he did was to take each NPC and present three different interpretations of how the character can be used. Three different power point levels, three different descriptive terms, three of everything. A GM would then have the option of using one of the three or blending them together to create a unique NPC to for a campaign.
I see this as an advantage because...
1. It allows the GM to see other points of view. The books are clearly biased according to the narrator (Corwin or Merlin mostly) and therefore may be inaccurate in places. Having a number of options helps the GM see other ways that the same characters can be interpreted.
2. It keeps the players off balance somewhat. In many RPG systems, the NPC stats are printed in a book that both GM and players might be able to access. Clearly this can be less work for the GM, but at the same time the players lose surprise becasue they might already know the stats and powers for each NPC. Having at least three options for each character means that the players really don't know which version is being used, so it's harder for them to use that information in a "metagame" way to plan and anticipate.
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Post by Finarvyn on Sept 24, 2007 23:08:07 GMT -5
The "rule of threes" applied to character creation:
Here are some ideas for how to use the "rule of threes" for 2E ADRP. Present three ways to generate characters. Here are a few off the top of my head....
1. Auction as per 1E ADRP. Give players a set number of points and let them bid for attributes and buy powers in the same manner detailed in the core rulebook.
2. Character points. Give players a set number of points and let them assign those points where they like and in whatever quantity they like. This is less competitive, although the GM could insist that players juggle their points so as to avoid ties in attribute numbers. This might have a similar effect to a "cooperative auction" and might fit the style of some groups better.
3. Random generation. I know that ADRP is supposed to be diceless, but perhaps allow characters to roll dice or draw cards to obtain attribute values. In the case of drawing cards, let each suit represent one attribute and divide up the deck so that each player gets to draw at random one from each suit. If this is done without replacement, there would be no ties.
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Post by serendipity on Sept 25, 2007 10:07:59 GMT -5
I like the Rule of Threes. Options are generally a good thing; they make the players a part of the story creation process. I suspect it will remain behind the scenes in pre-game activities, however. I cannot see the DM telling players they can choose one of three methods of determining the outcome of an encounter. --Sere (edit: I've responded to the character gen ideas with a post in the character section of the boards.)
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Arref
Dweller in Shadow
Posts: 11
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Post by Arref on Sept 25, 2007 21:41:00 GMT -5
Yes, a good premise for structuring a new edition.
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Post by trevelyan on Nov 21, 2007 12:15:19 GMT -5
I run Amber chargen using three combined techniques, although not out of any referrence to the NPC options. I find that a combination of auction, point buy and narrative chargen gives me a good idea of exactly how the player pictures the character (narrative), how they prioritise attribute and power purchases (point-buy), and how the competition of other players/PCs might alter their decisions (auction). I then go away and write the final, forth character sheet for my own reference alone.
The players know what powers they have and have some idea of where their strengths lie, but the actual numbers are a total mystery. This also allows me to balance characters with multiple powers (an a good backstory to justify them) against other PCs without having to jump through "stuff" hoops or needlessly cripple them.
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Post by nihilisticmind on Nov 21, 2007 18:54:13 GMT -5
Very interesting...
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