Making Characters – GM Perspective

The character Quickstart provides assistance with creating the basics of a character in a step-by-step manner.

Creating New Features/Effects: All users (especially GMs) are encouraged to develop other creation options and methods for use in their own games. All materials should be built with the documented Incarna Game Design elements.

Character ‘Experiences’

Experiences provide a great set of background options for customizing characters. Participating in guidelines used in a Game Group for character creation is also effective. Outside of upbringing and archetype Experiences, many focus on socio-economic status and associated options.

Which Character Progression to Use
The core mechanics are just that – mechanics. Character creation and development have no hard parameters other than what the GM requires and enforces. Progression Frameworks provide limits around what characters can start with, how they are generated, beginning character points and how they may spend them, and maximum starting levels of facets. The official (GMS) frameworks include: Best Practices, Core Practices and Open Practices. Document in a gaming contract!

While the core mechanics dealt with the mechanics of characters themselves, it dealt little with their creation process and in-game issues. The open-ended mechanics allows beginning characters to start of very powerful. This is good for the players, but it also leaves less room for character development, and forces the GM to start off by pitting the players against enemies of the same power. Players new to the game are handicapped by a lack of familiarity with the system and are easily dispatched by a competent GM. By limiting the starting power of new characters, you also have more opportunities to role-play the advancement of the characters (faith follower status, etc.) and incorporate this into the campaign. This enhances the sense of realism and the connection between player and the character.

Ultimately its up to the party and GM to achieve game balance in choosing the right mechanic to stick to, content and style. You can have characters with a level 6 starting skill, in skills which do not over balance \the game (perhaps Lore or Science – flavor skills for character envisioning, but not fighting or overcoming most direct obstacles) and still be “Best Practice” in content. An “Open Practice” may be where all characters have a ‘average’ (level 4) chance on their starting attributes and skills – but leave the top levels undeveloped.

Aptitude

  • NPCs and Aptitude: If the players use aptitude, then the GM should be allowed to as well. NPCs do not have the same level of character depth. It is not necessary for GMs to add this character attribute to NPCs to make or persist a challenge rating with PCs using it. GM’s may make inferences about natural talents and general powers for NPCs with significant roles in an adventure but revisiting them all prior to using in an encounter is not necessary.
  • Altering Encounter Challenges: Give NPCs some canned builds for aptitude powers and keep it in quick reference format.

Aptitude Perspectives > Design Guide/Ref | GM's Guide/Ref | Player's Guide/Ref

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Attributes

Generating Attributes

Although any method supported by the game can be used, the even opportunity of using the Point Buy method is preferred, as it reduces the impact of luck, stat mongering and even potential or question of cheating. GMs can use any method they choose, but the Aspect Adjustments from nation/culture, background, racial, and upbringing experiences are all better balanced around a Point Buy approach.