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#1
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I think the key to character creation is having a concept when you go into it. It doesn't need to be much, but a couple of sentences of biographical sketch really help focus your selection of phases and skills.
- C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#2
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And practice makes perfect. Once you get the hang of it, it can be quite fun. I tried making Rick Grimes from Walking Dead and Captain Miller from Saving Private Ryan.
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#3
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lol How did they turn out? I'm unusually fond of the Comedian from Watchmen, he seems like he'd be well suited to Twilight 2013 in a way.
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#4
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Worked out fine. Captain Miller was more vague. I believe in the movie he was a high school English teacher.
I had to give Rick a job after high school so as to increase one of his stats so he could become a cop. Things I've learned: Stats are important to qualify for professions you want. Its almost impossible to become special forces type characters. Required stats are too high. I've always liked the randomness of when the PC's go to war from TW2000. I've modified it a bit. After every term, roll 1d10. 1=war starts 1-2= war starts 1-4= war starts 1-6= war starts 1-8= war starts So the war automatically starts after 5 terms. Then there is one term of Twilight warfare then the game begins. Character creation is a lot quicker if you some how limit the # of terms. Michael |
#5
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I used my old dusty crusty LiveUrinal to demonstrate T2k13's chargen and some sample play. I learned 3 things: 1.) I'm really pedantic. ![]() 2.) T2k13 is laid out exactly the way you'd tell someone about it, but not necessarily in the best way to find things. and 3.) LiveJournal works embarrassingly well for this sort of thing! Feel free to check it out: "Exemplary (as in made-of-examples, not the-best) Campaign" Note it's a vanity "blog," so the earlier posts are at the bottom/rear (and that anything without that tag is bound to be stupid and/or whingy). And note, each post in the chargen section where I develop the narrative was written as I was developing it. I hadn't built Bob beforehand and just PRETENDED to be building him during the posts... I really was totally just winging it. It's so doable in T2k variants, I love it!! ![]() Last edited by NanbanJim; 11-11-2013 at 10:18 PM. |
#6
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And, in almost all cases, don't throw out things because they are "too screwy." Almost anything can be worked into an encounter or campaign.
(Just wait to see the players' faces when a bunch of guys wielding halberds jumps them in the forest...) And don't throw out your D&D stuff or other such things. They are a treasure trove of maps, and the NPCs can be changed to something more modern. (Dungeons make great maps for underground communities, coal mines, hidden weapon factories, etc.)
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
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