DeJoker
Master of Mayhem
Okay I have left it blank and I posted this Poll over in my introduction thread but it seems like this would be a more appropriate place to post it. So if you voted in the other one please do so here again as I will see if I can remove the other to reduce confusion.
Currently I have only two rules that I follow:
1) I run only hero types but that does not mean you have to be a goody-two-shoes just that you have to be a hero type. Which means you could be true-blue heroic, reluctant hero, dark hero, green hero, aged hero and just about any other hero type you might be able to come up with.
2) I use game mechanics based on the genre I am running but as a player you do not need to know anything about the mechanics (see below). Personally I feel most game mechanics have very little to do with character creation and role playing -- they are mostly a tool for a Storyteller to put arbitrary limits on what a player can and cannot do -- further some players focus too much on the mechanics and become munchkins or tweens.
So while I use various mechanics (to maintain inter-player balance) I have developed a method of keeping those mechanics mostly hidden and allowing the player to have a more real-world-like experience. For instance you know your good at doing something but how good is good, on a 1 - 10 scale you feel you are about an 8 give or take a point or two. So you examine this problem and you realize it is going to be difficult for you but what is difficult mean well basically you have a solid chance of failure but a good chance of succeeding but it will all depend on the precautions and preplanning you undertake before you tackle the problem. Thus while I use mechanics you need not know them as they will be built behind the curtain based off the character description. Which means you cannot necessarily have anything and everything you want but I am always open for negotiation depending on the back story. Oh and do not be concerned 100% about that backstory because I realize that on your own you can only paint a 2D picture and in order to get that 3rd Dimension you need collaboration and input from the Storyteller and this gets delivered from get go. So sometimes the character building becomes a semi-adventure in itself. However I do ask that players be willing to make a solid commitment so that they and the other players can have continued fun. In my experience the biggest issue is player atrophy, and it seems only fair that if I the Storyteller have to make a solid commitment then the players should do likewise.
3) Games are generally PG13 and barely R due to some language but with fade to blacks for the other things
4) TBD -- there might be a few more but they do not come to mind
Note these are fairly broad topics and could be finer tuned (except for the last two) once I get a better idea of where the interests reside
Currently I have only two rules that I follow:
1) I run only hero types but that does not mean you have to be a goody-two-shoes just that you have to be a hero type. Which means you could be true-blue heroic, reluctant hero, dark hero, green hero, aged hero and just about any other hero type you might be able to come up with.
2) I use game mechanics based on the genre I am running but as a player you do not need to know anything about the mechanics (see below). Personally I feel most game mechanics have very little to do with character creation and role playing -- they are mostly a tool for a Storyteller to put arbitrary limits on what a player can and cannot do -- further some players focus too much on the mechanics and become munchkins or tweens.
So while I use various mechanics (to maintain inter-player balance) I have developed a method of keeping those mechanics mostly hidden and allowing the player to have a more real-world-like experience. For instance you know your good at doing something but how good is good, on a 1 - 10 scale you feel you are about an 8 give or take a point or two. So you examine this problem and you realize it is going to be difficult for you but what is difficult mean well basically you have a solid chance of failure but a good chance of succeeding but it will all depend on the precautions and preplanning you undertake before you tackle the problem. Thus while I use mechanics you need not know them as they will be built behind the curtain based off the character description. Which means you cannot necessarily have anything and everything you want but I am always open for negotiation depending on the back story. Oh and do not be concerned 100% about that backstory because I realize that on your own you can only paint a 2D picture and in order to get that 3rd Dimension you need collaboration and input from the Storyteller and this gets delivered from get go. So sometimes the character building becomes a semi-adventure in itself. However I do ask that players be willing to make a solid commitment so that they and the other players can have continued fun. In my experience the biggest issue is player atrophy, and it seems only fair that if I the Storyteller have to make a solid commitment then the players should do likewise.
3) Games are generally PG13 and barely R due to some language but with fade to blacks for the other things
4) TBD -- there might be a few more but they do not come to mind
Note these are fairly broad topics and could be finer tuned (except for the last two) once I get a better idea of where the interests reside