Difference between revisions of "Warlords Of Kruhl 3e EN:Creation"
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Revision as of 10:22, 10 April 2021
Characters in Warlords Of Kruhl are created using "character points". The player begins with 40 of these character points, and then spends them to buy attributes, skills, special abilities, and so on.
Making up a Warlords Of Kruhl character should only take about 15 minutes, once you are somewhat familiar with the process. The hardest part is thinking up a character background and choosing what kind of character to play. In this chapter, we offer a few suggestions to help you out, along with a checklist of the steps that you should probably follow. However, just because we list them in this order doesn't mean you must. Jump around if it makes you happy: feel free to fill in what you know, and come back to what you don't.
Before You Start
The goal of Warlords Of Kruhl to help you have fun with your friends. If at all possible, try to assemble the players and make up their characters together. That way, you can avoid having two or three players with the same focus. It's usually more fun if each character has their own specialties, and their own role to fill.
It can sometimes be difficult to find a plausible reason for characters to stick together. Why would a brooding loner who likes to brood lonesomely ever join a team of adventurous vagabonds? You might consider establishing a reason before the game even starts, by having some previous connection between characters. The previous connection could be something as simple as, "Hey, you helped me fight those brigands that one time". If every character has a connection to at least one other character, getting them past that awkward "getting to know you" stage will be a lot easier.
We have found that it's easiest if you create a character by following these steps. However, it's just a suggestion. Jump around if it makes you happy: feel free to fill in what you know, and come back to what you don't.
- Folk: is your character a human, or one of the other folk?
- Archetypes: what is the character's core identity?
- Attributes: what are the character's basic physical and mental traits?
- Background: what is the character's history and description?
- Skills: what does the character know how to do?
Once you have the the important parts of the character sketched out, you can start writing up the character's abilities. Characters in Warlords Of Kruhl are created using "character points". The player begins with 40 of these character points, and then spends them to buy attributes, traits, skills, and so on. (Characters in Warlords Of Kruhl are extraordinary: relatively normal people would be created with 25 character points.)
Improving Your Character
Unlike some roleplaying games, Warlords Of Kruhl assumes that the player characters are relatively complete when they are created. However, part of the fun of a roleplaying game is developing new skills and abilities, so Warlords Of Kruhl uses the concept of "experience points", but the increase in power over time is relatively slow compared to most other games.
At the end of each story arc (every half-dozen game sessions or so), the GM determines how many experience points to grant each player, and each player adds that amount to the "Unspent Experience" on the character sheet of the character they played during that story. If they played more than one character (due to plot requirements, death or incapacitation of the first character, or any other reason), the player can pick which character receives the experience points. If the player receives more than one experience point and played more than one character over the course of the story arc, they can distribute those experience points among the eligible characters as the player sees fit.
Experience points may be spent at any time to improve or modify a character's attributes, skills, or special abilities. Each experience point is used just like the character points used to create a character: improving an attribute, buying a skill or expertise in that skill, and so on. The GM should keep a close eye on any new abilities the character gains, as well as on any increases in the character's attributes that might make the character unsuitable for the game being run. It's always a good idea for the players and the GM to discuss how the players plan to spend their experience points.
|Usually showed up for the game||+0 pts|
|Played the game enthusiastically||+1 pts|
|Concluded a lengthy series of games||+1 pts|
|Has the lowest quantity of experience points in the group||+1 pts|
Remember that the purpose of the game is to have fun playing, not to rack up the highest score. If it rubs your players the wrong way to receive different amounts of experience points, it may be easier to just give each player one experience point at the end of each story arc and be done with it.