Post by logan9a on Mar 19, 2018 14:15:35 GMT
TIME PERIODS
Personally, I recommend everyone make a character from modern or later time period.
Otherwise, I've seen people suggest things like checking the internet, hacking, etc - things that their character from before the 1990's would not even have in their vocabulary much less think of. Ever. Personally, I do like the way 1920's Alex Kinley does it (screams 'demons!' and refuses to have anything to do with it) but that is rare.
While it is true that eventually your 1880's gunfighter could learn how to be say a computer hacker, it does beg the question 'Why be from the 1880's to begin with if you were going to pick up modern or ultra modern skills?' Sure, a slow evolution could be interesting but generally people don't play it like that.
INSANITIES
If the player forgets it or doesn't roleplay it then they need to make a better insanity. Thinking there should be some sort of ongoing horrible detriment to not having your insanities come up at least once per adventure. Like one less Hero Point per insanity that didn't come up. Remember, it is the player's responsibility to make sure it comes up - not the GM's.
Also, if your insanity does not inhibit or cripple or retard the character in some way it is not an appropriate insanity. Example's of good insanities vs bad ones:
Bad: Alcoholism (I like to drink a LOT) unless you are regularly incapacitated from it.
Good: Refusing to build up any tech skills at all because the devil lives in it.
Good: Skinning people (dead or alive) - this is a harsh one because you're probably not going to be gaining any sanity back from most of your missions and will eventually lose your character to insanity.
Good: Beating the shit out of anyone who screams. As it is a doctor who has this, his job in the maternity ward did not go well.
I always recommend the same thing - and am often ignored by people who think they know better - talk to the other players (esp the more experienced ones) about the insanity you are contemplating taking. Have a couple set up ahead of time. That way, should you hit a bold faced number on the character sheet you are ready to rock with it. Thinking "I'll wait till I get the insanity" is a BAD idea. Don't be lazy - work it out ahead of time. You may choose to change it when you get it but it's better than doing the witless procrastination dance.
Personally, I recommend everyone make a character from modern or later time period.
Otherwise, I've seen people suggest things like checking the internet, hacking, etc - things that their character from before the 1990's would not even have in their vocabulary much less think of. Ever. Personally, I do like the way 1920's Alex Kinley does it (screams 'demons!' and refuses to have anything to do with it) but that is rare.
While it is true that eventually your 1880's gunfighter could learn how to be say a computer hacker, it does beg the question 'Why be from the 1880's to begin with if you were going to pick up modern or ultra modern skills?' Sure, a slow evolution could be interesting but generally people don't play it like that.
INSANITIES
If the player forgets it or doesn't roleplay it then they need to make a better insanity. Thinking there should be some sort of ongoing horrible detriment to not having your insanities come up at least once per adventure. Like one less Hero Point per insanity that didn't come up. Remember, it is the player's responsibility to make sure it comes up - not the GM's.
Also, if your insanity does not inhibit or cripple or retard the character in some way it is not an appropriate insanity. Example's of good insanities vs bad ones:
Bad: Alcoholism (I like to drink a LOT) unless you are regularly incapacitated from it.
Good: Refusing to build up any tech skills at all because the devil lives in it.
Good: Skinning people (dead or alive) - this is a harsh one because you're probably not going to be gaining any sanity back from most of your missions and will eventually lose your character to insanity.
Good: Beating the shit out of anyone who screams. As it is a doctor who has this, his job in the maternity ward did not go well.
I always recommend the same thing - and am often ignored by people who think they know better - talk to the other players (esp the more experienced ones) about the insanity you are contemplating taking. Have a couple set up ahead of time. That way, should you hit a bold faced number on the character sheet you are ready to rock with it. Thinking "I'll wait till I get the insanity" is a BAD idea. Don't be lazy - work it out ahead of time. You may choose to change it when you get it but it's better than doing the witless procrastination dance.