Saturday, May 12, 2012

Character History Requirements Elucidated: Abstract to Concrete

Ever since version 1.0, the HiBRiD character creation rules have always required the writing of a character history. This requirement separated HIBRiD from many other simulation games and was one of the first components of the game that carried it from its simulation-style roots to the more narrative-style games.

One problem since the very beginning, however, has always been that some people are not budding writers, some people just want to get in and hack, and some people would love to but just simply don't have the time.

While I described the requirement quite elaborately in HIBRiD 1.0, one of the major changes in the switch to 2.0, beside the change to the d20, was a decreased emphasis on prose and more of a focus on the components required to be considered complete. The problem was, in a manner similar to describing how Ite' was supposed to be used, it was nebulous and vague. In a manner similar to the way I brushed the Ite' elucidation under the rug, so I did the same with the character history requirements.

Until today.

As a break from the templates, the Pharmacology for Gamers article, and getting ready for GenCon 2013, I started editing the next chapter after templates for the Ara Knochen. In the process of compiling all the various documents into one file for the final edit, I found myself reframing all the rules in cinematic terms, which solved a problem of how to organize the overall book I have been struggling with for about two years.

<somewhat of a tangential thread>

The book will now be divided into three sections. The first section, Off-Screen Activities, will include the procedures and rules for Character Creation and Character Improvement as well as Aspect and Skill Descriptions. The second section, On-Screen Activities, will include guidelines for conducting dramatic scenes (read as using task rolls to accomplish important non-combat tasks), action scenes (read as combat and chase scenes), and managing exposition scenes (tips on role-playing, timing and managing scenes, including switching between different scene types). The third section, Ara Knochen Gazeteer, will include all Ara Knochen setting information and templates.

</somewhat of a tangential thread>

In the process of reorganizing the chapter, I finally hammered out the bare minimum requirements for creating just enough history ready for play. On first glance, the list appears to break My Rule of Three  (A rule I will explain later should any of you request its elucidation), but it really doesn't. Instead it is still three components 1 person + 1 event + 1 motivation, with 3 components embedded on the event component ). In any case, the basics are as follows:

1 person
1 event to explain skills
1 event to explain reason for his current location
1 event explaining his wealth level
1 life or death motivation

With this list, I figure the time ti takes to create character can be cut by even 3 to 5 more minutes, as now the player can simply use a few words and phrases instead of being forced to write a complete missive.

By the way,  for those who wish a sneak peek, I present the actual prose from the chapter:

Step Two: Write Your Character's History

Once you select your character's template and note the various components down on your piece of paper, the next step is to write your character's history.

All characters bring with them their life experiences prior to the beginning of the story.These experiences are your character's motivation and will help guide you as you play him through the game.

This background may be written as a long narrative or short list, as long as it contains at least one of each of the following three elements:

The first element of your character's history, people, lists and describes one or more people that have affected him in some deeply emotional way. Your character must have at least one person that he is emotionally attached to in either a positive or negative way.

The second element of your character's history, events, are those things that have happened to him that have shaped who he is. To be complete, you must have at least one event to explain the manner in which your character learned his skills, one that provides the reason he lives where he lives, and one that explains the amount of money (and other material objects) he possesses.

The third element of your character's history, heroic motivation, is a sentence that details that for which your character would be willing to die. To be complete, your character must have at least one heroic motivation.


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