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narrative_character_generation_method [2019/12/26 15:00] mike_holmesnarrative_character_generation_method [2019/12/26 15:00] (current) mike_holmes
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 ====== Setting and Characters ====== ====== Setting and Characters ======
-( + 
-The GM or facilitator of the game or other willing player) and the player together decide on a typical starting place for action in the game world. The place should be somewhere the PCs would be known. We'll use the local tavern in a standard fantasy world for an example.  The decision of where the scene is set often says a little something about who the character will be. If it's a tavern, the character likely is somebody who would frequent a tavern. If the game has a "[[Centralizing Concept]]," then the setting should make sense with that centralizing concept.  +The GM (or facilitator of the game or other willing player) and the player together decide on a typical starting place for action in the game world. The place should be somewhere the PCs would be known. We'll use the local tavern in a standard fantasy world for an example.  The decision of where the scene is set often says a little something about who the character will be. If it's a tavern, the character likely is somebody who would frequent a tavern. If the game has a "[[Centralizing Concept]]," then the setting should make sense with that centralizing concept.  
  
 Next the GM invents a character who is in the know about the local population - this is called the "Local" going forward. In our cliche example, a barkeep would be what you would probably expect for this. The player will play this character that the GM creates.  Next the GM invents a character who is in the know about the local population - this is called the "Local" going forward. In our cliche example, a barkeep would be what you would probably expect for this. The player will play this character that the GM creates. 
narrative_character_generation_method.txt · Last modified: 2019/12/26 15:00 by mike_holmes