0. vicky_molokh chargen

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Jan 7, 2025 7:35 pm
OOC:
Welcome to Misthaven University! This is your character generation thread.

Before we dive into the wonders and challenges of the University, let us take a moment to focus on your PC. Every student who steps into Misthaven’s lecture chambers carries with them a story, a legacy, and a spark of magic all their own.

So, please, tell us more about them.... If possible, do this In Character, as part of a letter, a dialog with one or more NPCs that you create and we share their control, or something else.

If you want, your posts in this thread can happen years before your admission in the University, by the way.
Jan 7, 2025 8:17 pm
OOC:

Before switching into character, I would like to get a better feel for the expectations of our characters. How much weirdness is expected from the concepts in the context of the 'typical fantasy' setting (minimum and maximum)? How much talent and experience should they have with the world of magic, or other extraordinary features, at the start of the campaign (e.g. Drow are commonly depicted as having some innate magic; Changelings as being able to take on different appearances at will; then there's the matter of personal capability - do I understand correctly that we should start unfamiliar with learned magic, like Harry upon entering Hogwarts?)?
Last edited January 7, 2025 8:17 pm
Jan 8, 2025 12:04 am
OOC:
Quote:
How much weirdness is expected from the concepts in the context of the 'typical fantasy' setting (minimum and maximum)?
Unh... In Misthaven, the amount of "weirdness" you can bring to your concepts has a pretty broad range, but we do have a framework to balance creativity with audience expectations.

The baseline is "typical fantasy." People expect things like elves being elegant, trolls being brutish, and magic users living in ivory towers. While this serves as a shared foundation, it’s not a cage—we lean into it just enough to make deviations meaningful and impactful when they occur. For example, a troll as a sushi chef and Professor of Culinary Arts at the Elemental Academy is an unexpected twist that’s compelling precisely because trolls are typically seen as crude or unintelligent.

However, saying all trolls are immune to fire and always highly educated would stretch too far. It would dilute the surprise and charm of your creative twist.

In short, we respect the framework of fantasy archetypes to enhance the contrast and value of clever deviations. So, you’re encouraged to push boundaries, but the weirdness should still feel grounded in the logic of the setting.

Ask yourself:

1. Is the deviation intriguing rather than arbitrary? For example, a troll chef with a fiery twist might stem from an interesting backstory (e.g., he discovered fire magic to refine his cooking).

2. Does it add depth to the world? Weirdness is best when it feels like it emerges from the setting rather than just grafted on. A troll professor at a magic university works because it suggests a very inclusive, cosmopolitan and eccentric academic culture.

3. Does it avoid overloading the world with strangeness? A world where everything is weird can lose its sense of wonder. The mundane can be a foil that makes the unexpected shine.
Quote:
How much talent and experience should they have with the world of magic, or other extraordinary features, at the start of the campaign (e.g. Drow are commonly depicted as having some innate magic; Changelings as being able to take on different appearances at will; then there's the matter of personal capability - do I understand correctly that we should start unfamiliar with learned magic, like Harry upon entering Hogwarts?)?
The characters in this campaign will start out as talented, intriguing individuals with great potential—but they’re still novices in many respects, especially when it comes to extraordinary powers.

If your character’s race or heritage grants them innate abilities (e.g., a Drow’s darkvision or a Changeling’s shape-shifting), you can absolutely lean into those. However, these should serve as interesting tools to solve problems, not instant "win buttons." For instance a Changeling’s ability to change appearance might help them blend in or deceive someone—but pulling it off in a meaningful way still depends on the dice rolls (and their disguise skill). Similarly, a Drow might have some minor innate magic, but it won’t make them more effective than a human with a well-thought-out strategy or skill rolls.

In essence, fantastical traits add flavor and narrative opportunities, but they don’t elevate the character above the starting adventurer level mechanically.

As such, if your character has a background that involves exposure to magic (e.g., they were raised in a magical community or served as an apprentice), you can absolutely weave that into their backstory. However, their actual ability to use magic or excel in most situations will start at the level of a beginner. This isn’t just to balance the mechanics but also to allow room for growth and development during the campaign.
In summary
- Your character’s heritage, race, or background can give them fascinating traits, perspectives, and starting points for their journey. Be creative!

However, at the start:
- Mechanically, they’ll be on the same playing field as everyone else—whether they’re a Changeling, Drow, or plain old human. You will have roughly the same amount of traits and dice.
- Their success will depend on their skills, rolls, and resourcefulness, not just innate traits.
- This gives you freedom to create someone unique and fantastical without needing to make them overpowered.
Jan 9, 2025 8:18 pm
The performer gave all the coins earned earlier in the evening to the errant girl in exchange for a stack of paper, sat in the inn's corner, took one leaf out of the stack, and began penning a letter.

----
Honourable Reception Committee,
as per the open invitation passed through the fellowship of bards, I am petitioning to become a student of your fine establishment, with the primary interest being the Arcane Eloquence Institute.


Let's get the foot in the door, and hope the field of research can be expanded afterwards depending on opportunities available.


This message will be delivered to you by Critic, my otherworldly companion on the road, to whom I owe much of my interest in all things arcane. It will wait up to the days and nights, then find me and deliver your response. I currently reside within a few days' distance from the compound, and if you would have me, can soon arrive for enrollment.


Either they know what oneiric entities are and how they can manifest in our world, in which case there should be no issue, or they don't, in which case no point in explaining further, at least for now.

Attached to this letter is my curriculum vitae.

I was born in Cliffport, a city mostly populated by serpentmen, shortly after it became part of the Cerulean Realm (of the lizardfolk fame). My parents were doppelgängers, or, as is now now polite to say, changelings. Though they were of the assimilationist persuasion - they stuck to a single shape and pretended to be serpentmen.


Right. 'Persuasion'. Not that it was a free choice. I still remember them saying: "If the new lords of the land discover that there is a major population of freeform shape-shifters in the city, they will breed us like horses for the sake of their skulduggery needs. It will be the Cliffport Clandestine Order all over again."

Life was calm and quiet, but I wanted a breath of fresh air. To break free from this kind of life.

Not only was it stifling, but a single mistake could still cause it all to tumble down. I was able to tolerate the constant stress and suspense just fine, but considered the resulting life not worth all this effort.

Surely this is a very banal story among doppelgängers. One morning I quietly took my stuff and left without waking my parents up, without looking back.

A backpack prepared by my parents in case I ever need to run for my life, with an assortment of shifting clothes in case a body-only disguise would not suffice, and stack of masters' notes on evasive detection in a hostile kingdom.

I offered my talents to whatever merry bands had a role for me to play - filling in for a missing actor in a play or a missing voice type in a chorus.

Or less savoury forms for impersonation, as well as other covert talents of my bloodline.

Life was exciting, but in a mundane kind of way. Until one evening I was practicing some of the less orthodox forms of singing until I fell asleep. This was when I met my critic.

A dream entity that seemed intrigued by my singing, though also suggested I have a long road ahead. Told me my singing can become the path to discovering the arcane.


We became odd companions. Eventually the Critic began manifesting in the walking world by way of sleepwalking corvids.

This is why I'm here. I want to take the paths of magic - both the scholarly and well-studied paths, and the intuitive yet inexplicable ones.

- Zix the Traveller.


I carried many names. What is one more?

The creature with the quill carefully wrapped the piece of paper around the corvid's leg.

"Time to fly."

https://i.imgur.com/D6czBU7.jpeg
OOC:

As often happens, what started as 'I want to resist a concept' ended up changing from the initial idea enough to be at most a spiritual successor/predecessor that shares a few traits. In this case, the uncanny companion, the penchant for connecting bardic and eldritch elements, the shape-shifting, and the portrait of the current main persona.
Jan 10, 2025 12:30 am
The sun was dipping below the horizon, casting the inn in shades of amber and shadow. Inside, the smell of roasted meat and spiced cider mingled with the chatter of travelers and locals. Zix sat at their usual corner table, idly sketching a melody on a scrap of paper while the fire crackled nearby.

Then it happened.

The soft creak of the inn's door opening went unnoticed at first, but the sharp caw that followed turned heads. A jet-black corvid swooped into the room, its wings outstretched, catching the firelight in a way that seemed almost otherworldly. Its movements were unnaturally precise, as if guided by an unseen hand. The bird landed with a whisper of feathers on Zix's table, its piercing gaze locking onto theirs.

The bird cocked its head and extended one leg. Around it, a carefully wrapped scroll was tied with a ribbon in the deep purple hue of Misthaven University's seal. As Zix read, their expression shifted, first to a furrowed brow, then widening eyes, and finally to a small, relieved smile.

To Zix the Traveller,

We are pleased to inform you that your application to the Misthaven University has been reviewed with great interest and enthusiasm. It is not every day that we receive a letter delivered by a dream-bound courier, accompanied by a tale as compelling and unique as yours.

Your journey thus far—marked by shapeshifting, adaptation, artistry, and a profound bond with the arcane—speaks to a resilience and creativity that we believe will flourish within the halls of our university. The Arcane Eloquence Institute is not merely a place for structured study; it is a crucible for those who see the boundaries of magic and communication not as limits but as opportunities for discovery and growth.

We are particularly intrigued by your connection to Critic, as well as your experiences with oneiric entities. Misthaven is a cosmopolitan place, where such unconventional companions are not merely accepted but celebrated. You may find our faculty to be valuable allies in exploring this facet of your abilities.

Your upbringing and travels have equipped you with a unique perspective—one that will add richly to the tapestry of voices here at Misthaven. It is our hope that your talents as a performer and your thirst for knowledge will lead to the uncovering of new intersections between the magical and the expressive arts.

Next Steps:
We invite you to arrive at Misthaven University within ten days of receiving this message to begin your orientation. Please present yourself at the Biblioplex’s Hall of Oracles, where our attendants will guide you to your assigned housing and provide you with your initial schedule. Should Critic wish to accompany you, rest assured we have suitable accommodations for entities of its kind.

Bring your passion, your stories, and your questions. As a changeling and a traveller, you embody the very spirit of our institution: ever-changing, ever-seeking, and ever-transforming.

Welcome to Misthaven University, Zix. We eagerly await your arrival.

Yours in the pursuit of knowledge,
Professor Calien Mirthwhistle
Dean of Illusio, Arcane Eloquence Institute
Misthaven University
OOC:
We will roleplay your travel there as part of chargen. =)

Before that, though, where is Zix? What were you doing before the letter arrived? How many days away are you from Misthaven?
Jan 10, 2025 1:01 am
OOC:

An inn along a well-travelled road (may be with our without a troupe at the moment), likely not the same one as when the first message was sent.
The typical bardic routine involving shows (which include music, tales of distant land and/or plays depending on circumstances), rest and travel. There have been relatively few shadowy escapades lately.
3-6 days.

In terms of distinctions, I'm thinking:
- Bardic demeanour, eldritch core. Representing the usual things bards do and are, but also the less obvious affinity for the less conventional mysteries and magic.
- Bred for cloak-and-dagger escapades. Representing what inborn talents and predispositions Zix inherited from the bloodline.
- Nerves of steel. Representing the habit of living under constant risk of a single mistake ruining everything &c.
Jan 10, 2025 1:21 am
OOC:
I like the first two distinctions. For the third, I don't think it is double-edged, though... Nerves of steel seems to be always positive for me.

In fact, that sounds like it could be a D10 skill specialization - to replace your Willpower rolls in some situations, if you wanna =D

"Walking the Knife's Edge", maybe? It can be helpful for bold, decisive actions under pressure, but hinder you when a single misstep or unexpected consequence spirals out of control.

Jan 10, 2025 1:31 am
OOC:
Talking about skills... Sounds like Zix could have Persuasion at D8 and Performance at D10. What do you think?
Jan 10, 2025 1:38 am
htech says:
OOC:


In fact, that sounds like it could be a D10 skill specialization - to replace your Willpower rolls in some situations, if you wanna =D

"Walking the Knife's Edge", maybe? It can be helpful for bold, decisive actions under pressure, but hinder you when a single misstep or unexpected consequence spirals out of control.

OOC:

I don't think I understand the willpower specialisation idea.

Also unsure about knife's edge - maybe it's worth looking through all the possibilities.
htech says:
OOC:
Talking about skills... Sounds like Zix could have Persuasion at D8 and Performance at D10. What do you think?
OOC:

Probably. What is the cost of having a D10 and not just a D8?

I think the most important skill is becoming someone else. Is this just Deceit, or does it require a separate Skill?

I'm also thinking of sneaky stuff: does Stealth cover only starting unnoticed? Or is there a Larceny Skill?
Last edited January 10, 2025 2:12 am
Jan 10, 2025 2:05 am
OOC:
Okay... Maybe just giving you some chargen point-buy rules will work better for you.

Seems like you would enjoy it more, and that's our golden rule. =)))

These chargen rules are just for you though. I tend to adapt the numbers to the PCs choices and backgrounds a little bit...

Here is your template:
[ +- ] Template
1. As your next step, choose your attributes. You can either: A. have all of them at D8 or; B. one at D6, another at D8 and the last one a D10.

2. For mundane skills in the list, start with everything at D6. If you increase one at D8, reduce another to a D4. You must increase at least two of them to D8 and reduce at least two to D4.

3. Choose two things at D10. It can be a skill specialization of one of your D8s (ie. You roll a D10 instead of the regular skill in some situations. For example, Kirae rolls 1d10 instead of her 1d8 Melee Combat, when she uses daggers). It can also be an extra ability/not listed skill (Lion Tamer D10), special power (Darkvision D10) or gear (Heirloom sword D10). Some of those D10s will be used in addition to the regular skills, depending on the situation.

3B. If you choose, you can have only one D10 following the restrictions above and start the game with some spellcasting ability. Just reserve it and I can give you more information about it soon. =) Everyone else will learn their first spells during classes.
Jan 10, 2025 2:17 am
OOC:
Quote:
I think the most important skill is becoming someone else. Is this just Deceit, or does it require a separate Skill?

I'm also thinking of sneaky stuff: does Stealth cover only starting unnoticed? Or is there a Larceny Skill?
1. Just Deceive. You can also have an ability like Shapeshifting D10 as an extra dice in your pool, if you wanna roll something together with Social + Deceive + Distinction

2. You may need Larceny D10 or Sleight of Hands D10 to be really good at it. But Stealth D8 covers that, if you don't have them.
Jan 10, 2025 3:11 am
OOC:

I'm indecisive between taking equal attributes vs. reducing physical and increasing social.

For Skills, it seems natural to put Brute Force and Healing stuff d4, since they are very distant from the PC concept.

Shape-shifting/impersonation should be d10.
Stealth/Larceny should be d8.

I'm not sure about the other d8. Is Performance a stand-alone Skill, or is it a subset of Persuasion?

I'm thinking of leaving the other d10 specialisaton. Might be good to reserve for some infant magical abilities.
Jan 10, 2025 9:41 am
OOC:
Quote:
Is Performance a stand-alone Skill, or is it a subset of Persuasion?
It can be a special / extra / unlisted skill (using your D10 slot) to let you roll an extra die or replace a D8 die in some situations. But you can just use Persuasion to seduce/impress someone, Deceive for distractions... And if you just wanna sing and do some "bardic behavior" for a living there is no need to roll. With your distinctions, we will say that you do those things reasonably well. =)
Jan 10, 2025 2:51 pm
htech says:
OOC:
Quote:
Is Performance a stand-alone Skill, or is it a subset of Persuasion?
It can be a special / extra / unlisted skill (using your D10 slot) to let you roll an extra die or replace a D8 die in some situations. But you can just use Persuasion to seduce/impress someone, Deceive for distractions... And if you just wanna sing and do some "bardic behavior" for a living there is no need to roll. With your distinctions, we will say that you do those things reasonably well. =)
htech says:
OOC:
3B. If you choose, you can have only one D10 following the restrictions above and start the game with some spellcasting ability. Just reserve it and I can give you more information about it soon. =) Everyone else will learn their first spells during classes.
OOC:

I envisioning the bardic side being only 'skin deep', so I wouldn't put much priority on performance above what would be 'reasonable' competence. Impersonation, roguish stuff, and eldritch mystic stuff are what I'd want to put more emphasis on. Thus d10 shapeshifting/impersonation, d8 Stealth (thanks to it including larceny), and . . . I'd like to learn what's on offer for the 3B option. I might be interested in accepting the offer of how to spend this other d10, depending. But I'm also open to not starting with any spellcasting ability to speak of, in which case lie detection (a specialty of Insight) is probably a great contender for the other d10 (it's a soft spot of mine as a player). I'm currently thinking between Insight, Persuasion, and Deceive being contenders for the generic d8; I should probably think and play IC some more before deciding between those three.

I think I'm inclined to leave attributes at d8 each for now.

----

In any case, now that the letters are exchanged, how would you prefer to return to IC interactions? Arriving at the gates and being met by some sort of greeter/guide NPC?
Last edited January 10, 2025 2:57 pm
Jan 11, 2025 12:48 am
OOC:
Back to IC, then :)
The inn was quieter now, the last of the evening's revelers having retired to their rooms. Zix sat on the edge of their bed in the modest chamber, sorting through the contents of their well-worn pack. The faint remnants of applause still echoed in their ears—a small, appreciative crowd had gathered earlier to hear tales of distant lands, their faces lit by the warm glow of hearthfire. But tonight, the usual satisfaction of performance was mingled with a growing excitement.

Critic perched on the windowsill, its sharp eyes scanning the moonlit road outside. Occasionally, the corvid ruffled its feathers, an impatient energy coursing through its frame.

"Yes, yes, I’m almost done," Zix muttered, pulling out a bundle of spare clothes and refolding them tightly. The pack already contained a carefully wrapped lute, a collection of worn but treasured scripts, and a leather pouch of coins earned over the past week.

From the bottom of the pack, they retrieved the small stack of papers their parents had given them long ago—masters’ notes on concealment and evasion. Zix paused, running their fingers over the edges of the pages. The weight of memory settled over them for a moment before they slid the stack back in, securing it beneath a spare cloak.

"Food, water..." Zix ticked off the essentials aloud, tossing in a few rations of dried meat and hardtack, along with a flask of water. "And this." They held up a vial of ink and a few quills, smiling faintly. "For when inspiration strikes—or when I need to explain myself in writing again."

Critic let out a soft, approving caw, hopping down from the windowsill to the table. It nudged at a folded piece of parchment—the acceptance letter from Misthaven.

"Don’t worry," Zix said, picking it up. "I’m not leaving this behind." They slid the letter into a side pocket of the pack and tightened the straps.

As the first hints of dawn crept into the sky, Zix slipped quietly out of the inn. The world was cool and still, the road ahead veiled in soft mist. Critic flew silently alongside, a shadow against the pale light of the rising sun.

By mid-morning, Zix had left the busier roads behind, taking a winding path through a forest that promised a more direct route to Misthaven. They walked with a steady pace, humming fragments of half-formed songs, the trees around them alive with the chatter of birds and the rustle of leaves.

By nightfall, the forest had deepened, and the road had faded into a narrow trail. Zix found a small clearing beside a gently flowing stream and set down their pack. Critic landed on a low branch nearby, watching as Zix gathered wood for a small fire.

The flames crackled softly as Zix unrolled their bedroll, laying it out beside the fire. They sat for a while, staring into the flickering light, the sounds of the wilderness filling the space around them.

Soon, Zix leaned back on the bedroll, their gaze drifting upward to the stars peeking through the canopy. The night felt peaceful, the kind of calm that usually came with distance from crowded inns and bustling roads.

Too peaceful. Suddenly, Critic’s head shot up, its feathers ruffling as it let out a sharp caw, its gaze fixed on the shadows.
OOC:
Roll Observation, please.

Rolls

Difficulty - (2d8)

(72) = 9

Jan 11, 2025 12:51 am
OOC:
For specializations at D10 you will need the base skill (Insight, for example) at D8.

Spellcasting will be available in the future. So if you're unsure, let's play a little bit more before you decide.
Jan 11, 2025 1:27 am
The creature's survival instincts kicked in, and it froze, ensuring that it wouldn't tip off whoever might or might not be approaching neither through sound nor motion, as well as to better hear the uninvited guest.

Oh well, this is futile, the fire is clue enough that I'm somewhere out here; if my guest is hostile, it's more a matter of time . . .

Still, this was like a familiar game of hide and seek from Zix's childhood, trying to be the first to spot the other's location.
htech says:
OOC:
For specializations at D10 you will need the base skill (Insight, for example) at D8.

Spellcasting will be available in the future. So if you're unsure, let's play a little bit more before you decide.
OOC:

If a d10 must be based on a d8, then I guess that means I must give Zix a d8 Deceive, and also a d8 Insight if I go for the Detect Lies specialty (which is certainly tempting, with a grand total of 2d8+1d10). (Note: if you think both Cloak and Dagger Exploits and Bardic Demeanour shouldn't apply to social intrigue, that would actually point me in the right direction for what third Distinction to fill.)

I'm also still open to instead spending the other d10 slot on having some magic instead (possibly of the kind that might not fit neatly into the university's categorisation scheme).
Last edited January 11, 2025 1:36 am

Rolls

Attribute+C&D+observation - (1d8+1d8+1d6)

(6) + (7) + (3) = 16

Jan 11, 2025 1:56 am
OOC:
I see you using C&D for situations like these and Eldritch Core for dark magic related stuff, so yeah, if you wanna something more social, use your third one. ;)
OOC:
Dice results: 13 > 9. You succeeded.
A subtle sound cut through the silence—a faint scrape of claws against bark. Zix froze, instinctively glancing toward the tree line. The firelight danced on the surrounding woods, casting long shadows.

Another noise, sharper this time, like something small but persistent moving through the underbrush. It came from the left, closer than the last, and then Zix saw it.

A flicker of movement—small and low to the ground—darted between two trees.

Zix's heart skipped a beat. The figure was quick, too quick for an animal, but not quite humanoid. Their eyes narrowed as they caught sight of the imp—a grotesque little creature, no taller than a child’s knee, with dark red skin, bat-like wings folded tightly to its back, and sharp, glowing eyes that reflected the firelight with malevolent hunger. It scuttled with unnerving speed, its claws scratching against the rocks and twigs as it edged closer.

Critic's feathers puffed out, the bird letting out a warning caw as it fluttered into the air. The imp paused, its head cocking to the side, then grinned, revealing sharp, needle-like teeth.

"Well, well, what do we have here?" The imp's voice was a rasping, mocking whisper, laced with a sinister amusement. "A lost traveler... or just a fool?"
OOC:
What do you do?
Jan 11, 2025 4:58 am
Upon hearing the malicious tone, the creature reflexively reached for its dagger, but then paused.

'Mocking'? 'Sinister'? Did I just make the same mistake as the many Cliffport denizens I've seen and quietly disapproved of?

Humans often thought serpentkin and lizardman accents sounded innately sinister. Lizards thought that snakemen sounded like country bumpkins. Ophidians often thought that human accents sounded aggressively pushy and boisterous. The list went on, and it would be naïve to think imps wouldn't be on it.

Is the imp issuing a subtle threat, or merely trying to be witty?

"A traveller, perhaps on the verge of making a fool of oneself, but not lost. Zix the Traveller's the name," the bard glanced at the direction of the lute. "I journey through the land, offering song, tale, news, and the occasional play. But perhaps I am lost after all, if by any chance I walked to where you'd rather not see the likes of me? If so, just say a word and I'll vacate your abode."
OOC:
Trying to avoid unnecessary escalation and hint at the possibility of sharing something of interest (information from distant lands being harder to come by in medieval times).
htech says:
OOC:
I see you using C&D for situations like these and Eldritch Core for dark magic related stuff, so yeah, if you wanna something more social, use your third one. ;)
OOC:

I was understanding the phrase 'Cloak and Dagger' to mean 'espionage, clandestine and roguish activities'. So shady, intrigue, deceitful, sneaky, assassinesque stuff. E.g. deception and counter-deception but not persuasion nor leadership; light weapons but not heavy ones; cat-and-mouse games. If you prefer a more literal interpretation, perhaps I should go back to the drawing board with this one too before I proceed to think of the third Distinction.
OOC:

Hmmm, clearly this dialogue is about to do go south, but can it be made to go south without the implied stereotype about imps turning out true?
Last edited January 11, 2025 5:00 am

Rolls

Deescalate using Bard+social+persuade. - (1d8+1d8+1d6)

(1) + (1) + (4) = 6

Jan 11, 2025 10:22 am
OOC:
Unh... I'm probably missing something. Your distinctions are always being used... Generally they are more specific and reserved for special occasions or scenes where things are very familiar to the PC. I'm sorry I wasn't able to communicate and teach properly here, I'm still learning and tweaking this (new) game.

Can you make it clear when none of them apply, specifically if you're roleplaying correctly (ie. It would be unexpected for Zix to consciously choose a greataxe over a dagger. Wouldn't you always have a distinction helping you)? Or should they almost always be used, to promote that roleplay? 🤔

Maybe I should change my mind and encourage people to make their distinctions the way you did. In that case, if they're almost always relevant, we need to decide when would it make sense for the PCs to be hindered by one or more of them so they don't always cancel each other.

I think we should use mechanics with pride (D8) and problem (D4) and drop the distinctions altogether? They could also be used in every roll that you want.

Edit: Really liking this idea. What do you think?

Either way, let's keep this going while we talk about it =)

The imp pauses, tilting its head as if considering Zix's words. Then he points a claw at the bard's pack, narrowing his eyes. "You carry something that reeks of power", it growls, the tension rising. "Will you use it? Are you a threat to me? Respond!"

Zix, confused but cautious, instinctively shifts their weight. The movement is misinterpreted and the imp attacks, believing you are reaching for a weapon or preparing an attack.
OOC:
Before we begin, what special gear is Zix carrying? Is it a weapon? Regular equipment is used as part of the story and affects the fiction, but usually has no mechanical benefits. Zix carries something special. A magical item, perhaps, that affect the dice.

Please write its name in the "other traits" section, with "Gear" as its type and 1D6 as the die. Whenever its used, you roll Attribute, Skill, Distinction (if relevant), and Gear (1d6).

Rolls

Secret Roll

Difficulty - (1d8+1d6)

(2) + (6) = 8

Jan 11, 2025 3:10 pm
htech says:
OOC:
Unh... I'm probably missing something. Your distinctions are always being used... Generally they are more specific and reserved for special occasions or scenes where things are very familiar to the PC. I'm sorry I wasn't able to communicate and teach properly here, I'm still learning and tweaking this (new) game.

Can you make it clear when none of them apply, specifically if you're roleplaying correctly (ie. It would be unexpected for Zix to consciously choose a greataxe over a dagger. Wouldn't you always have a distinction helping you)? Or should they almost always be used, to promote that roleplay? 🤔

Maybe I should change my mind and encourage people to make their distinctions the way you did. In that case, if they're almost always relevant, we need to decide when would it make sense for the PCs to be hindered by one or more of them so they don't always cancel each other.

I think we should use mechanics with pride (D8) and problem (D4) and drop the distinctions altogether? They could also be used in every roll that you want.

Edit: Really liking this idea. What do you think?

Either way, let's keep this going while we talk about it =)
OOC:
I understood them to need to be rather broad, like Aspects. E.g. Kiraen's 'Ready for Spellcraft and Shenanigans'. Or as the book said:
Cortex Prime, page 26 says:
Distinctions are
considered a universal prime set, so regardless of what
sets are used in your game, every character should have
three distinctions broad and varied enough that you can
narratively justify including one in almost any dice pool.
OOC:
So it seems that the intent is to have three dice on most rolls (which lines up with keeping two dice for the sum and one for Effect). Am I misunderstanding something? Also, I have to admit that I don't quite understand Pride yet. It seems like such a specific and concerning emotion that I'm not sure where it would even be helpful. Overall, I find the mechanical principle of Pride and Problem harder to understand, including how it fits into the rest of the Cortex framework (is Problem similar to the Hinder SFX but without the compensation? does it retain the agency mechanic of Hinder?).

As for Distinctions hindering PCs, IIRC the usual idea is that the player can always decide to activate the SFX that turns the Distinction's d8 into a d8 in exchange for a Plot Point (I'm guessing it would be to gain Mana instead in this campaign, since IIRC you mentioned wanting to get rid of PP?).
The creature quickly stands up and sidesteps, trying to keep a tree between itself and the imp, but keeping the dagger shealthed, hoping that the imp sees that it doesn't retaliate and relents. "I'm not a threat! What I carry is not for use against you."
htech says:
OOC:
Before we begin, what special gear is Zix carrying? Is it a weapon? Regular equipment is used as part of the story and affects the fiction, but usually has no mechanical benefits. Zix carries something special. A magical item, perhaps, that affect the dice.

Please write its name in the "other traits" section, with "Gear" as its type and 1D6 as the die. Whenever its used, you roll Attribute, Skill, Distinction (if relevant), and Gear (1d6).
OOC:

Enchanted clothes that can change shape too, letting Zix become disguised as someone (or nobody in particular) fully without needing to find an appropriate set of clothes. Though if these clothes 'reek of power', that defeats the purpose of having such a disguise-'enhancing' item.
Last edited January 12, 2025 1:03 am

Rolls

Defence (Mobility) - (2d8+1d6)

(68) + (2) = 16

Jan 12, 2025 12:52 am
OOC:
vicky_molokh says:
So it seems that the intent is to have three dice on most rolls (which lines up with keeping two dice for the sum and one for Effect). Am I misunderstanding something? Also, I have to admit that I don't quite understand Pride yet. It seems like such a specific and concerning emotion that I'm not sure where it would even be helpful. Overall, I find the mechanical principle of Pride and Problem harder to understand, including how it fits into the rest of the Cortex framework (is Problem similar to the Hinder SFX but without the compensation? does it retain the agency mechanic of Hinder?).
You're absolutely correct about the default Cortex rules. I enjoy using them in live games with Plot Points (PP), SFX, and all the related mechanics. However, I’ve found that those elements don’t work as well in PbP, so I’ve left most of them out. Apologies for any confusion caused by the similarities to but differences from the standard Cortex setup!

You’ve convinced me to revisit the default number of dice for rolls. I initially planned for 2 dice (especially for mundane skills) but, after reviewing the probabilities for 2 vs. 3 dice rolls, I agree that 3 dice should be the default. This aligns better with how the system is meant to be played.

That said, by removing PP and Effect dice, I’ve significantly altered the game’s balance. Mechanics like Hinder and its player agency don’t function the same way without them—some might argue it’s not even Cortex anymore. My initial workaround was to try to reduce most rolls to 2 dice and make Distinctions more specific. Each would represent both a strength (a "quality") and a flaw (a "defect"), without overlapping with skills or attributes.

Pride was intended as the quality, something very personal your character takes great pride in—an ability, a defining event, or something similar. However, I realize it may not be clear; English isn’t my first language, so I might not have explained it well.

Given all of this and that you convinced me that improvements are needed, I’m feeling a bit stuck on how to proceed. I want to remove Plot Points (PP) and SFX, but I also want to keep the core structure of attributes + skills + something unique to the characters. Do you have any suggestions? I’ll playtest some ideas in person, but I’d love to hear your thoughts if you have any recommendations.

Also, to clarify, Mana isn’t a replacement for PP as you might think. It’s more like Willpower Points in other games—it replenishes daily after a good night’s rest and doesn’t affect the story, create assets, or reward hindrances. The reason I added Mana is that, in this game, all PCs are competent spellcasters, so we won’t use the Mental attribute for magical rolls. Instead, those will use Magical Rank + School. Mana provides the "third die" for some rolls and acts as a soft cap on how many spells can be effectively cast per day.

Thank you for the feedback. I will likely post something IC tomorrow or on Monday for Zix.
Jan 12, 2025 1:16 am
OOC:
That's a lot to take in. I think it's probably best to break up this discussion into small chunks, and also move it out of the character creation thread of a single player and into some general thread for everyone to pay full attention to (and without the need to OOC-tag every post so much).
Jan 12, 2025 1:28 am
OOC:
Sure! Can you do that? Nobody else is talking about rules or game design. Thanks!
Jan 12, 2025 5:46 pm
The imp’s lunge was swift, its claws glinting in the firelight as it closed the distance between them. But Zix had already moved, their instincts honed from years on the road. The bard stood quickly, sidestepping with a fluid motion and pivoting around a nearby tree. The imp’s claws raked the air where Zix had been, striking bark instead, sending splinters flying.
Zix says:
"I’m not a threat! What I carry is not for use against you."
The imp snarled, circling the tree, its glowing eyes fixed on Zix with suspicion. It was close enough now for Zix to see more clearly—the leathery skin pulled taut over sinewy muscle, the faint shimmer of an arcane glyph etched into its left shoulder, and the slightly uneven way it moved, as though favoring one leg.

Think, Zix. You’ve heard about imps before.
OOC:
Success. It's your turn again. What do you do?

Also, in addition to your main action, give me an extra check of "Mental (1d8) + Knowledge (1d6) + Free D8" (while we discuss whether to keep Distinctions or not, just add a D8 to all tests =)) so we can see what Zix knows about Imps. This is your extra opportunity.

Rolls

Imp: Attack (PC roll: 14) - (2d6)

(61) = 7

Jan 12, 2025 6:31 pm
OOC:
Before acting, let's see what the knowledge roll gives us.

Rolls

Mental (1d8) + Knowledge (1d6) + Free D8 - (1d8+1d8+1d6)

(6) + (6) + (2) = 14

Jan 12, 2025 6:53 pm
The changeling’s mind raced through half-remembered tales. Imps were often bound creatures, their behavior shaped by the intent of their summoners. A glyph like that likely meant this one wasn’t here on its own. It might be acting under compulsion.

But who summoned it? And why here, on this road?
OOC:
What do you do?

Rolls

Knowledge difficulty - (2d6)

(46) = 10

Jan 12, 2025 7:15 pm
The doppelgänger looked up into the sky.

"Critic, can you try to sedate it?"

It would be unlikely that an enraged enemy would be put to sleep right away, but perhaps the eldritch companion could still make it lethargic enough to reduce the immediate threat.
OOC:
I'm not sure what the rest of the roll should be, but I'm assuming Relationship (Friend Critic) 1d6, 1d8 placeholder, and up to you if anything else.

Also, you decide whether this is somethign Critic can do and has done before, or if it was a something that is Zix's stupid idea in the moment, mentioned for the first time, that won't work.
Last edited January 12, 2025 10:25 pm

Rolls

Secret Roll

Jan 13, 2025 1:06 am
OOC:
Uhn... It would be relationship + Social + Persuasion for Citric to help you. But I don't think you need to roll here. I say you succeeded automatically. =)

I am hiding/ignoring it...

Now, I will roll for Citric's magic vs the Imp. It's their roll, not yours. =) This one should be Dominatio.

Results in my next post.

Rolls

Citric: Corvid, Dominatio, Sleep specialist - (1d4, 1d6, 1d10)

1d4 : (1) = 1

1d6 : (2) = 2

1d10 : (10) = 10

Imp: Mental, Willpower, Magic Resistance - (1d6, 1d4, 1D10)

1d6 : (6) = 6

1d4 : (2) = 2

1D10 : (1) = 1

Jan 13, 2025 1:09 am
OOC:
Oh, I didn't mean it as a 'persuade the Critic' roll, more of a blind attempt at mechanising 'Zix tries to rely on Critic as the solution to the problem'. A pretty abstracted thing, since I did not expect Critic to have standalone stats, at least not yet.
Jan 13, 2025 1:11 am
The corvid cawed once, a low and deliberate sound, before spreading its wings and gliding silently down into the firelight. As it circled the imp, a strange ripple of energy emanated from its form, a faint, dreamlike haze settling over the clearing.

The imp hesitated mid-lunge, its claws faltering as it shook its head violently, trying to resist the unnatural lethargy creeping into its limbs. Its movements became sluggish, its breaths heavier, as though an unseen weight was pressing down on it.
OOC:
What do you do?
Jan 13, 2025 1:19 am
Zix looked around and grabbed a cloak that was hanging on a branch, drying not far from the fire, throwing it at the imp in the hopes of enveloping it.

Either shielding your eyes will make you more likely to fall asleep, or I'll use the cloak to subdue you.

Rolls

Provisional 1d8 + Physical 1d8 + Mêlée 1d6 - (2d8+1d6)

(68) + (6) = 20

Jan 13, 2025 1:32 am
The imp growled, its sluggish reflexes no match for Zix’s quick thinking. The cloak wrapped around its small, wiry frame, and the imp stumbled backward, hissing and snarling as it clawed at the fabric. Its movements were uncoordinated, hampered by the haze Critic had induced.

Zix seized the opportunity, darting forward to tighten the cloak’s hold, pinning the imp’s arms to its sides and subduing it with minimal damage.The imp’s growls softened to weak grumbles, its resistance fading as the cloak muffled its movements. It took Zix a couple of minutes more but finally, with one last huff of defiance, the Imp slumped to the ground, motionless except for the slow rise and fall of its chest.
OOC:
What do you do?

Rolls

Imp: Physical, Mobility - (1d6, 1d4)

1d6 : (6) = 6

1d4 : (4) = 4

Jan 13, 2025 1:44 am
"What do you think, Critic, should we just leave quietly without causing any more trouble? Or are you perhaps able and willing to raise a bridge between our minds in the sleeping worlds like you do with me, hoping we can find a way to circumvent the shackles under which our guest labours? Or do you have a different preference entirely?

Critic

htech

Jan 13, 2025 12:59 pm
Critic cawed softly, its feathers ruffling. The bird took flight, circling once above the subdued imp before landing lightly on Zix’s shoulder. The corvid tilted its head, fixing Zix with an inscrutable gaze, before turning to stare into the darkness of the woods. It let out a quiet, decisive croak, as if to say, Leave.
Critic
OOC:
Quote:
Though if these clothes 'reek of power', that defeats the purpose of having such a disguise-'enhancing' item.
They usually don't. But this Imp had a special ability to detect and hunt magic itens
OOC:
What do you do?
Jan 13, 2025 4:43 pm
"All right. I guess we'll never know then," Zix said and began quickly packoing its things and putting out the fire with dirt.

Or worse, maybe we will. We're not that far from the university; perhaps this is another student's familiar.

Zix left the imp wrapped in the cloak and began briskly walking, occasionally glancing back.

"Come on, Critic. Guess we'll have to catch up on rest later. And find a better place to stay."
Jan 13, 2025 7:18 pm
A few hours later, the sun rose over the rolling hills as Zix trudged down the dirt road, the weight of a sleepless night settling heavily on their shoulders. Critic perched silently on their pack, its feathers fluffed against the early morning chill. The forest behind them had thinned into open fields, and now the spires of a modest town came into view, smoke curling lazily from chimneys as the town awoke to the day.

The gates of the town stood open, guarded by a pair of drowsy watchmen who gave Zix only a cursory glance. Zix nodded politely, stepping past them and into the bustling main street.

The town was alive with the sounds of morning. Vendors were setting up their stalls, calling out to passersby about fresh bread, ripe fruit, and bolts of cloth. Horses clattered by, their hooves kicking up dust as they pulled wagons laden with goods. Zix paused, breathing in the mingling scents of fresh hay, baked goods, and the faint tang of the river that wound through the far side of town.

Critic cawed softly, and Zix glanced at the hungry bird with a faint smile.
OOC:
What do you do?
Jan 13, 2025 7:29 pm
Zix reached into its pocket to grasp the purse, then sighed in relief upon sensing the bulk of coins, reminiscing on the reasonably stable series of gigs in the last month or so.

"Come on, let's find a place to eat and sleep for the . . . day, I guess.
Jan 13, 2025 7:42 pm
The pair wandered through the winding streets of the town, the cobblestones warm underfoot as the sun climbed higher. Zix’s practiced eye scanned the signs hanging over doorways, searching for a reputable inn. A wooden placard swaying gently in the breeze caught their attention: The Silver Kettle—Lodging and Fine Meals.

Zix pushed open the door, greeted by the aroma of roasted meat and herbs mingling with the faint scent of ale. The innkeeper, a wiry man with a kind smile and a mop of unruly hair, looked up from polishing a tankard.

"Morning, traveler," he said. "Looking for a bite or a bed?"

"Both," Zix replied, setting their pack down near a stool at the bar. "Though in that order. What’s on the menu?"

The innkeeper rattled off a simple but hearty list: stew, fresh bread, and a mug of cider to wash it down. Zix nodded in approval, sliding a few coins across the counter. Critic hopped down to the bar, earning an amused chuckle from the innkeeper.

As the food arrived, Zix dug in gratefully, savoring the warm, savory stew and the crisp tang of the cider. Critic busied itself with picking at crumbs of bread, eliciting a few curious glances from the other patrons.

When the meal was finished and their hunger sated, Zix arranged for a modest room upstairs. They climbed the narrow staircase, Critic hopping along behind, and entered a small but cozy chamber. A single bed, a wooden chest, and a washbasin made up the furnishings, but it was enough.
https://i.imgur.com/Msd5OTV.jpeg

Zix woke to the muffled hum of voices, laughter, and the clatter of tankards drifting up from below. The warm orange light of the setting sun streamed through the small window, casting long shadows across the room. Evening had already come, and with it, the tavern had come alive.

Sitting up, Zix stretched and rubbed the sleep from their eyes. The faint ache of travel lingered in their muscles, but the rest had worked wonders. The smell of roasting meat and spiced cider wafted through the floorboards, making their stomach growl despite the hearty meal earlier.

Critic fluttered down from its perch atop the wooden chest, landing on the bedpost with a soft caw.
OOC:
What do you do?
Jan 13, 2025 7:56 pm
"Evening. Might be a good opportunity to earn a few coins before spending any more. Also, with the next meal, you probably should lay off the bread - I don't think it's good for your stomach.

Zix dressed up, picked up its lute, and went into the main hall.

And I should try to get my hands on a violin again once I reach the university. Or at least a gurdy. The lute is just . . . meh.
Jan 14, 2025 4:21 pm
OOC:
This is now a purely Out of Character thread. In-character posts have been moved elsewhere. No need to tag everything with OOC from now on


Let's continue with the mechanical parts of character generation in here. The next steps are:
A. Choose something else to add at D10. It can be a skill specialization of one of your D8s (ie. You roll a D10 instead of the regular skill in some situations. For example, Kirae rolls 1d10 instead of her 1d8 Melee Combat, when she uses daggers). It can also be an extra ability/not listed skill (Lion Tamer D10), special power (Darkvision D10) or gear (Heirloom sword D10). Some of those D10s will be used in addition to the regular skills, depending on the situation. Write it down in the "Other traits" section or as another line in the skills list.

or

B, Which of the 8 schools available here and listed in the "Magic" section of your character sheet does Zix have the most affinity with? You will start this school with a D6 ability, rank 1 and a base skill of D6. You should also choose two secondary schools of magic to start the game as a D4. For now, if you choose this, your character won't be able to cast spells from other schools (but you may learn them as a D4 in the University)
[ +- ] Game design notes
Jan 15, 2025 6:37 pm
After all the variations and adjustments, I'd like to ask for some clarifications. Some of these might be silly, but it's to avoid ambiguity and misunderstandings, of which at this point there seem to be some on my end.

1. At a recent point, I took 'I can become anyone!' as a Pride for Zix, on the assumption that it could serve as the bonus (1d8?) for taking on the persona of someone else (or, in some cases, of a fully artificial persona that does not correspond to anyone in particular) and ensuring everyone is convinced Zix is actually The Bulk or whoever. But I see a mention of other exotic capabilities such as Dark vision taking up one of the two d10 slots. So should I keep it as a Pride, or do I need a d10 slot to be spent on shapeshifting? And if the latter, do I need to up Deceive to d8 before I can do that?

2. I don't think I really understand when to use a specalisation (replace d8 with a d10) and when to use an unlisted Skill or Ability (add a d10). Could you help me figure it out, please?

3. Not sure if the enchanted clothes even need to have a dice rating, or if it's enough for them to just grant permission to extend shapeshifting to clothes, and negate all penalties relating to lacking the right attire when impersonating.

4. There are some magical effects that I'm interested in. Which schools would you think they correspond to? (Note that while they're all described in dream-related trappings, their function might fall within different schools.)

4a. Dream step. Often in dreams, one does not *travel*, and instead happens to just realise one is already at the destination. (Essentially a quick teleportation-like effect, initially short-range.)

4b. Tall Tale Made True / Mythic Tale's Blessing. Enhancing an already present capability with mythic qualities (i.e. instead of providing a bonus, provide an outrageous or unbelievable qualitative permission). E.g.: a competent thief becomes able to steal a trinket through solid glass while nobody is looking; a strong barbarian becomes able to lift an enemy one-handed without falling over; a jian fencer good at balancing on a slackrope becomes able to stand balanced on a flimsy tree's flimsy branch.

4c. Dream projection / communication / weaving / &c.

4d. Stealth-enhancing effects (the Shadow's mind-clouding, light-and-shadow manipulation, dispelling of one's scent to avoid attracting animals - various sorts of sneaky stuff).

Depending on those answers, I may need to convert the concept to a sheet differently.

----

Also, my replies will probably become slow for the next few days as I seem to suddenly be much much busier than before.
Jan 16, 2025 7:45 pm
1. You can keep it as a Pride. You can also add "Shapeshifting" as one of your D10s, but that would be an extra dice, if both apply. Your call.
2. The difference starts with the roleplaying/reasoning behind it... Is it an specialization of a skill, something that could be learned by everyone that is good at it, or something extraordinary (ex: darkvision) that you're "born with" or so unique that doesn't fit a single skill and could be seen as a combination of multiple ones?
3. They do. They can break/fail or otherwise help you with the disguise even if your attribute+skill rolls lower. That's represented by the dice in it.
4a. Teleportation is not possible in this magic system, at least not that the PCs know of. Seeing/hearing other places is possible through the Perceptio school.
4b. Some of that is not possible in this magic system. You can enchance an already present capability to extraordinary levels, balance in a flimsy branch or transmute matter, but not to steal through solid glass or something like that
4c. Changing/influencing other people's dreams is covered by Dominatio. Seeing/hearing, even something in other people's dreams, is possible through the Perceptio school.
4d. Light manipulation is covered by Illusio. Pure shadows (ie. just make it dark) by Excidium. Mind-clouding is Dominatio or Illusio. Dispelling of one's scent can be Mutatio or Excidium, depending if you're supressing or replacing it with another scent.
Jan 17, 2025 8:22 pm
htech says:
1. You can keep it as a Pride. You can also add "Shapeshifting" as one of your D10s, but that would be an extra dice, if both apply. Your call.
2. The difference starts with the roleplaying/reasoning behind it... Is it an specialization of a skill, something that could be learned by everyone that is good at it, or something extraordinary (ex: darkvision) that you're "born with" or so unique that doesn't fit a single skill and could be seen as a combination of multiple ones?
3. They do. They can break/fail or otherwise help you with the disguise even if your attribute+skill rolls lower. That's represented by the dice in it.
4a. Teleportation is not possible in this magic system, at least not that the PCs know of. Seeing/hearing other places is possible through the Perceptio school.
4b. Some of that is not possible in this magic system. You can enchance an already present capability to extraordinary levels, balance in a flimsy branch or transmute matter, but not to steal through solid glass or something like that
4c. Changing/influencing other people's dreams is covered by Dominatio. Seeing/hearing, even something in other people's dreams, is possible through the Perceptio school.
4d. Light manipulation is covered by Illusio. Pure shadows (ie. just make it dark) by Excidium. Mind-clouding is Dominatio or Illusio. Dispelling of one's scent can be Mutatio or Excidium, depending if you're supressing or replacing it with another scent.
4a. Ah, so the 8 schools are not meant to cover everything. Thanks, now I have a better grasp of the setting.

I think given the explanations 1 and 2, I'll ditch the lie detection specialisation (but keep Insight d8), spend one d10 on shapeshifting (not sure when it would be useful mechanically, but it's a big part of the concept . . . conceptually, so I might as well try choosing it mechanically), and the other d10 on some bunch of magical capability (almost surely the first steps of the two eloquence schools, not sure about the third; that's assuming I'm to follow the 1+2 schema as was offered to others).
Jan 18, 2025 12:44 am
Quote:
that's assuming I'm to follow the 1+2 schema as was offered to others
Yup. One school at D6 + two at D4. Any combination of colleges. =)
Jan 18, 2025 1:11 pm
I have decided. The primary aptitude is with the school of Amplifico. Use of language to enhance properties already possessed by an entity seems close to the ideas of tall tales made true, even if it's not a perfect fit.

Perceptio seems to fit well with being tempted by secrets and having some clandestine aptitudes. Illusio likewise.

Also, you mention that teleportation is impossible, but Creatio mentions "creation and summoning" - might want to remove that.
Jan 18, 2025 1:38 pm
Oh. "Summoning" a generic dog or fire elemental is Creatio. Teleporting Doug, your favorite pet, from your farm to your current location is not. =)
Jan 18, 2025 6:39 pm
Regarding the long-term and short-term goal, what kind of scope is appropriate for those two? I have a hard time imagining a character who has only one short-term goal, unless the goal is allowed to change every scene (at which point it makes little sense to write down), so presumably it's for something bigger, but unsure how big. With the long-term goal, the concern is similar: dream too big and it becomes something that can never happen in the campaign (given the typical scope of campaigns and their typical duration); dream too small and it starts looking like the goal is not worth its title.
Jan 18, 2025 7:33 pm
For the short-term, aim for something that you can achieve in one thread / chapter (roughly a TTRPG session). Long-term goals are used to guide the campaign, even if you don't achieve them. But aim for something around 3-5 sessions.
Jan 18, 2025 7:37 pm
I have to admit, that still is a difficult benchmark to estimate, given that my prior long-term PbP experience comes from other GMs and locales, but I think I get some idea of the estimate now. I still think it would be awkward to have precisely one short-term goal 'active' at a time. Long-term it makes more sense by comparison. Is it okay to think of several short-term goals that are pursued in parallel instead of a single one? Asking because I think that makes more sense for plausible, coherent characters.
Jan 18, 2025 7:39 pm
You can. =) Just write a sentence about them =)

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