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roleplaying:narrativedescriptors [2013/03/13 00:38] (current)
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 +{{parent page=RulesNarrative}}
 +  *  Physical descriptors - Your health, what you look like, natural talents (ie dextrous, nimble, a quiet walker)
 +  *  Mental descriptors - Intellectual traits, psychological makeup, mental abilities (ie punster, creative)
 +  *  Spiritual descriptors - Personality,​ philosophy, magic (ie workaholic, nihilistic, pessimistic,​ in tune with nature)
 +  *  Occupational descriptors - Skills and abillities that are used most often (ie police inspector, fire fighter, librarian, writer)
 +====Defining a Descriptor====
 +It's important to work out how powerful a descriptor is - while balance has very little to do with roleplaying,​ in this instance if different players have descriptors of vastly different power, one will monopolise the adventure with their descriptor and the other players will not be able to do anything. ​ Hence you should be careful to define descriptors.
 +  *  Usefullness. ​ How frequently the descriptor is likely to be used in an adventure.
 +  *  Power. ​ How big an effect the descriptor has (ie gunslinger vs superhero).
 +  *  Drawbacks. ​ Are there inherent limitations in the descriptor? ​ Drawbacks may also be overused in a game.
 +  *  Genre. ​ Is the descriptor appropriate for the genre of the game?
 +Words used to add more flavour to a descriptor. ​ Qualifiers can be used to modify a descriptor to make it more or less powerful/​useful etc..
 +Good, bad, elite, rookie, specialist, overly, slightly etc..
 +====Descriptor size====
 +A descriptor is a minimum of one word and shouldn'​t be larger than a complete sentance.
roleplaying/narrativedescriptors.txt · Last modified: 2013/03/13 00:38 (external edit)