ConCept

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ConCept

A quick reminder that the “Rule of Cool” is always in effect in my games.

The Characters:
There are no dice rolls needed for character creation.

Character creation should be done as a group event, with all players around the table (real or virtual), the GM can feel free to guide the creation as much or as little as they want, it’s a game that should be fun for all.

When I do this I go around the table, one player at a time, getting one of each of the following aspects from the player and then moving on to the next one, it gives the rest of the group time to think about what has been chosen so far.

Name:
Well duh!

Concept:
Pick a character concept, this can be any fantasy trope, e.g. Robin of Loxley, Siren, Warrior Woman, Conan the Barbarian, Stealthy 2 weapon wielding assassin, kindly young mage, kindly old mage, necromancer, Cleric of a death god, literally anything you want to imagine.

Personality:
Pick two words that someone else would use to describe your character to a 3rd party, e.g. loyal & strong, sneaky & brash, trustworthy & stupid, these two words should be evocative of a look or style and it’s probably best if you try not to overlap them.

Relations:
Best Bud – Pick one of the characters in the group and tell everyone why you get on so well.
Friction – Pick one of the other characters in the group and tell everyone why you have friction with them.

Equipment:
You have whatever you need, unless the GM says you don’t.

Health:
All Creatures have the following health conditions (unless they don’t, see examples below) and in the style of D&D until you cross off “Wounded” there are no effects:

  • Healthy (everything starts at this)
  • Bruised
  • Hurt
  • Wounded
  • Unconscious
  • Dead

The Rules:
Roll 2d10 if you score 11 or more you achieve what you were trying to do.
Doubles on success are a critical success.
Doubles on a failure are a critical failure.
Go to town with the criticals, bearing in mind the “Rule of Cool” and the character tropes in play.

I leap from the roof and bring my sword down into the back of the demon.
11 plus? You succeed!
10 or less? You fail!
I gently coerce the young dragon hatchling from the nest.
11 plus? You succeed!
10 or less? You fail!
I want to save against the massive amounts of damage the stupid mage in our party has just done to me.
11 plus? You succeed!
10 or less? You fail!
Don’t fumble this roll, no really, DON’T FUMBLE THIS ROLL!

Combat:
Combat is covered by ”The Rules”.

Every time a creature is hit in combat cross a health level off.
I recommend that a critical success crosses 2 conditions off for characters and takes a foe straight to unconscious, but feel free to totally ignore this and rule however you want at the time, e.g. when I had the characters fighting a Balrog, a critical success crossed 2 levels off, but when fighting orcs, goblins or any homogeneous bad guys (“hbg”), a critical killed the hbg.

Extras:
In the game I ran:
Barbarians got an extra level of bruised to their health, as did the Balrogs and other much harder creatures.
I allowed the Mage an unlimited spell list, based on what people could remember around the table and no spell fatigue.
There are lots more you can do to tailor this to what you want to play, the comments I had afterwards where that it felt like a fantasy game that just flowed without having to do any maths.

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