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obscurity [2012/01/29 09:39]
JasonP [Creating Characters]
obscurity [2012/01/29 09:41]
JasonP [Creating Characters]
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 You also surrender one fortune for each motif you purchase for your character. A **Motif** is a style, or theme for the character. Motifs generally suggest a particular set of equipment and skill set for the character. A perfect example would be: "//​Courageous Outback explorer//"​ or "//​Strict Naval Officer//"​ and so on. These aren't limited to occupations though, things like "//​Witty Street Rat//" and "//​Angry Old Drunkard//"​ both establish motifs. A motif must have an adjective as its opening, and then a descriptive term following it. You create your motifs as you like, just keep in mind that you spend fortune to combine them in play, so stacking them isn't really all that beneficial. For each motif you also select a motif compatible concept from the [[obscurity:​concept list]]. You also surrender one fortune for each motif you purchase for your character. A **Motif** is a style, or theme for the character. Motifs generally suggest a particular set of equipment and skill set for the character. A perfect example would be: "//​Courageous Outback explorer//"​ or "//​Strict Naval Officer//"​ and so on. These aren't limited to occupations though, things like "//​Witty Street Rat//" and "//​Angry Old Drunkard//"​ both establish motifs. A motif must have an adjective as its opening, and then a descriptive term following it. You create your motifs as you like, just keep in mind that you spend fortune to combine them in play, so stacking them isn't really all that beneficial. For each motif you also select a motif compatible concept from the [[obscurity:​concept list]].
  
-When you decide to create Tales for your character, you do not surrender fortune. Instead you [[obscurity:​invest]] fortune into each tale, from one to three. Each **Tale** is a definitive moment in the history of a character that defines them in some way. They are written out in the first person, and are one line maximum, never more than a moment. However, they can include a second line if that explains the character'​s mental state and feelings at that moment. The actual story leading up to and including the moment is subject to the opinions of all players, its shared fiction in play. A great tale would be "The light from the lantern flared as I held the pistol to my brother'​s head, but couldn'​t fire. Tears welled in my eyes." Each story then earns a keyword from it, a phrase or adjective that describes how the story affected the character"Heart of Flint" for example. For each tale you also select a tale compatible concept from the [[obscurity:​concept list]].+When you decide to create Tales for your character, you do not surrender fortune. Instead you [[obscurity:​invest]] fortune into each tale, from one to three. Each **Tale** is a definitive moment in the history of a character that defines them in some way. They are written out in the first person, and are one line maximum, never more than a moment. However, they can include a second line if that explains the character'​s mental state and feelings at that moment. The actual story leading up to and including the moment is subject to the opinions of all players, its shared fiction in play. A great tale would be "//The light from the lantern flared as I held the pistol to my brother'​s head, but couldn'​t fire. Tears welled in my eyes.//" Each story then earns a keyword from it, a phrase or adjective that describes how the story affected the character"//Heart of Flint//" for example. For each tale you also select a tale compatible concept from the [[obscurity:​concept list]].
  
obscurity.txt ยท Last modified: 2012/01/29 09:49 by JasonP