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  #1  
Old 10-30-2013, 03:23 PM
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Tegyrius Tegyrius is offline
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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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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.

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Old 10-30-2013, 05:02 PM
Michael Lewis Michael Lewis is offline
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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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Old 10-30-2013, 07:57 PM
Metrazol_Man Metrazol_Man is offline
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Quote:
Originally Posted by Michael Lewis View Post
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.
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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Old 11-02-2013, 10:40 AM
Michael Lewis Michael Lewis is offline
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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
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  #5  
Old 11-11-2013, 10:10 PM
NanbanJim NanbanJim is offline
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Quote:
Originally Posted by Tegyrius View Post
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.
I found the opposite to work quite well too in all editions of T2k. Just kinda start assigning things and bounce off ideas.

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.
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  #6  
Old 11-11-2013, 11:08 PM
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pmulcahy11b pmulcahy11b is offline
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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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