Today, while I started finalizing the skills for the character templates for the Basic game, I got distracted and found myself writing a blurb about converting the Basic Templates to the Advanced. And while I was writing, I found my musings drifting to the difference between not just Basic and Advanced characters, but Beginning and Experienced players as well.
As the excitement started to brew, I found myself looking back at my last post, and I decided to follow it up with ten actions that HiBRiD player might take that separates him from a standard RPG player.
The first five of these actions are those I would consider not uncommon to a beginning HiBRiD player who "gets" HiBRiD but nonetheless has little experience playing the actual game. The second five of these actions would be analogs to the first five, but more commonly seen in an experienced HiBRiD player
The first five of these actions are those I would consider not uncommon to a beginning HiBRiD player who "gets" HiBRiD but nonetheless has little experience playing the actual game. The second five of these actions would be analogs to the first five, but more commonly seen in an experienced HiBRiD player
A Beginning HiBRiD Player...
1. ...buys an extra point or two of Ite' with aspect points
2. ...loves tragic heroes and action movies and notices places when Ite' is used by the hero.
3. ...uses his acrobatics and tumbling maneuvers almost every time he is in combat
4. ...uses tumbling skills and various aspects to minimize the effects of falls if not completely negate falling damage.
5. ...tries to attack as many characters as he can in a round without negating his action task rolls with penalties.
A Journeyman HiBRiD Player...
1. ...not only buys one or two points of Ite' with aspect points, but ALWAYS writes a game summary of the last session and brings food or drinks for everyone to consume just to get those two extra floating Ite' points.
2. ...not only loves heroic and action movies, but actively counts the number of points of Ite' used in the movie and comments where he would have used Ite' had he been in a character's place.
3. ...not only uses his character's acrobatics and tumbling skills during every combat or action scene, but refuses to clear any distance spanning ten or more meters in a round without free running or showing off his mad parkour skillz
4. ...jumps his characters off cliffs or out of VTOLs with complete disregard for the consequences of his actions.
5. ...describes his actions and forces the director figure out how many of his described actions he can actually pull off in one action round, regardless of penalties.
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