Player Characters: Difference between revisions

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This is the locus by which players actively participate in the universe of Medaevum, and the sole reason that it's framed as a setting rather than a book or something more passive. The chaos and unpredictability of adding more than one person into the mix is what makes the experience fun.
This is the locus by which players actively participate in the universe of Medaevum, and the sole reason that it's framed as a setting rather than a book or something more passive. The chaos and unpredictability of adding more than one person into the mix is what makes the experience fun. These rules don't concern themselves overmuch with whether or not a character is overpowered - no one is as overpowered as the humbling power of the game master, after all - but in making the characters interesting, internally consistent, as well as fun to play and be played with.
 
==Character Creation==
In the world of Medaevum, your character can become anything. A god, a king, a small business owner who owns their own home without a mortage. You start from nothing, though. The game of Medaevum, beyond collaborative storytelling, is having your new character rise from nothing to become or achieve something.
 
If your character is a noble, they are a disgraced one with no ties to their former family. If they were once wealthy, they aren't anymore. If they were once powerful, they lost that power. Characters start with nothing but a little money, and the clothes on their backs.
 
The exception to this is if you are collaborating with someone else. If you're making the offspring of an already established noble house, then whatever resources they have to impart upon you, you may start with. Ditto, if you're making a new character because your old one died, if it makes sense in context then you may give your new character some of what your old one accrued.
 
 
===Attributes===
There are three. Prowess, Willpower, and Cleverness. These three attributes measure a character's narrative weight in their three respective areas. The higher the attribute, the better they are at doing the thing. You can flavor these things however you want: perhaps your character's Prowess is very high because they're so strong, even if they aren't very skilled. Perhaps it's the other way around. These stats are prescriptive, not descriptive: if someone else's prowess is higher than yours, and you don't have something that gives you an advantage, you're going to lose a one on one fight against them.
 
At character creation, the player has five points to divvy up among the three attributes however they would like. Attributes start at zero, and can remain at zero if so desired.
 
====Prowess====

Revision as of 17:13, 3 November 2024

This is the locus by which players actively participate in the universe of Medaevum, and the sole reason that it's framed as a setting rather than a book or something more passive. The chaos and unpredictability of adding more than one person into the mix is what makes the experience fun. These rules don't concern themselves overmuch with whether or not a character is overpowered - no one is as overpowered as the humbling power of the game master, after all - but in making the characters interesting, internally consistent, as well as fun to play and be played with.

Character Creation

In the world of Medaevum, your character can become anything. A god, a king, a small business owner who owns their own home without a mortage. You start from nothing, though. The game of Medaevum, beyond collaborative storytelling, is having your new character rise from nothing to become or achieve something.

If your character is a noble, they are a disgraced one with no ties to their former family. If they were once wealthy, they aren't anymore. If they were once powerful, they lost that power. Characters start with nothing but a little money, and the clothes on their backs.

The exception to this is if you are collaborating with someone else. If you're making the offspring of an already established noble house, then whatever resources they have to impart upon you, you may start with. Ditto, if you're making a new character because your old one died, if it makes sense in context then you may give your new character some of what your old one accrued.


Attributes

There are three. Prowess, Willpower, and Cleverness. These three attributes measure a character's narrative weight in their three respective areas. The higher the attribute, the better they are at doing the thing. You can flavor these things however you want: perhaps your character's Prowess is very high because they're so strong, even if they aren't very skilled. Perhaps it's the other way around. These stats are prescriptive, not descriptive: if someone else's prowess is higher than yours, and you don't have something that gives you an advantage, you're going to lose a one on one fight against them.

At character creation, the player has five points to divvy up among the three attributes however they would like. Attributes start at zero, and can remain at zero if so desired.

Prowess