Roleplaying: A General Planning Thread

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Roleplaying: A General Planning Thread
#25
Re: Roleplaying: A General Planning Thread
Pick Yer Poison Wrote:I haven't read Discworld ; -;

I can't find a physical copy and I just can't read books online without giving up on them halfway through when video games become momentarily more exciting.

Is reading Discworld a prerequisite to playing in the game, or will that just mean I won't get a few jokes here and there?

Nah, you don't have to have read them; you'd actually be in the interesting position of having more to discover about the setting and plot than other characters and players, which could itself lead to Hijinks™. That's practically what Discworld stories are all about, so it can only be a good thing.

Since I am likely to be the only one playing to have the GURPS Discworld book, I think character creation needs to be a bit more personalized than usual. If you've got a copy (or can find one online (it is so refreshing not to have to dance around talking about piracy!)), then feel free to build your dude on your own, but otherwise send me a PM, catch me on IRC, or hit up my AIM (BlobbyAdventurer) and we'll work together to get your character made.

I'm not going to set a power level for this group, or even a point cap (but do try to be reasonable; I'm sure I can trust a fine group like this not to build any demigods that aren't hilariously inept); you don't all have to have the same, or even similar, point totals, because I'd like this game to be about telling a fun story in an interesting world rather than exacting mechanical combat all the time. An eclectic group has a lot of potential for interesting stories, and I firmly believe that it's the duty of the GM to make a game that's fun for everyone even if they characters are unbalanced. Or the players are Schadenfruit

Anyway, all interested players should start sending me character concepts and working with me to flesh them out into characters and sheets; for a campaign like this, I think they story and so forth should arise organically from the characters and their potential interactions rather than trying to force the characters into a story of my own, so your decisions and interests will shape the way the game will go. Keep in mind that a weak-but-interesting character is going to be a lot more fun to play than a bland but min-maxed superfighter in this style of campaign.


Messages In This Thread
Re: Roleplaying: A General Planning Thread - by SleepingOrange - 12-09-2011, 10:22 PM