{"id":774,"date":"2004-03-30T13:59:20","date_gmt":"2004-03-30T13:59:20","guid":{"rendered":"http:\/\/random-average.com\/?p=774"},"modified":"2004-03-30T13:59:20","modified_gmt":"2004-03-30T13:59:20","slug":"sorcerer-and-the-dark-side","status":"publish","type":"post","link":"http:\/\/randomaverage.com\/index.php\/2004\/03\/sorcerer-and-the-dark-side\/","title":{"rendered":"Sorcerer and the Dark Side :)"},"content":{"rendered":"<p>So in sketching out the Shannon character for this post, I became aware of a really cool &#8216;dark-side\/light-side&#8217; thing going on:<br \/>\nWhen she was setting the character up, she chose to connect Humanity to &#8216;Mastery&#8217;. I&#8217;m naturally inclined toward connecting it to something like Empathy, but one of the example sorcerer groups (the Black Wheel) fit the Mastery idea pretty well, and I thought her history could tie into that, and <i>that<\/i> might be interesting. End result, we went with Humanity=Mastery for her, even though I didn&#8217;t really have the impression that it would be a compelling definition of the Attribute.<br \/>\nAnd then she chose &#8220;Rageful\/Vengeful&#8221; as her descriptor on Will.<br \/>\nNow, for those of you who don&#8217;t know my wife, imagine she and I smirking about this and making jokes about Playing to Her Strengths &#8212; Jackie has a&#8230; pretty easy time playing characters who channel their anger in both constructive and destructive ways &#8212; call it a talent if you like, or art imitating life.   Anyway, what we ended up with was this quiet librarian who&#8217;s not very good at social situations and for whom the core of her Will is basically a hard kernel of anger and resentment&#8230; lots of which is generated by the awkward social scenes that seem to gravitate toward her.  (Sounds like the bad-guy\/girl for a Stalker-Thriller movie.)<br \/>\nAlso, within the game, you can (in theory) get bonuses for using an Attribute in such as way that it <u>dramatically<\/u> emphasizes the descriptor for the Score. (Note emphasis on &#8216;dramatically&#8217; &#8212; I understand that it&#8217;s no good to just say &#8220;I hit him, and I&#8217;m mad&#8221;.)<br \/>\nWhat this boils down to is that, in the short term, it&#8217;s in the player&#8217;s (mechanical, game-based) interests for Shannon to &#8216;lose it&#8217; in critical situations &#8212; it&#8217;s interesting, it&#8217;s appropriate to the character, it&#8217;s dramatic, and it&#8217;s also potentially worth a bonus on her dice.<br \/>\nIt&#8217;s also, long-term, a bad idea.<br \/>\nSee, the definition of her Humanity is &#8220;Mastery&#8221;, remember?. There&#8217;s lots of things that could cause a character to risk a drop in Humanity (contacting and summon Demons is a universal risk for anyone, regardless of how they define Humanity), but in addition to the &#8216;standard&#8217; reason, things that cross the line in regards to your personal definition of Humanity also mean you&#8217;re risking a drop in the stat.<br \/>\nWell, &#8220;Losing it&#8221; in some violently emotional way is one of those things that causes a Humanity test in our definition of Mastery\/Humanity.<br \/>\nFirst response: Hmm&#8230; nice dynamic.<br \/>\nSecond response: What a great, classic bit of character drama! (Particularly fun since we didn&#8217;t set out to create that crisis for the character&#8230; we only realized it later.)<br \/>\nDo you go for the quick and easy pay-off of flipping your lid and letting out your anger or do you keep control of yourself, thereby protecting your Humanity in the long-term but robbing yourself of some easy strength at this particular moment?<br \/>\n<i>Give in to your anger&#8230;<\/i> Heh. Classic stuff.  I&#8217;m loving this game and we&#8217;ve only played one session.<\/p>\n<p><!--more--><br \/>\nFor the record, I like the fact that any character can, if designed right, theoretically want to do things that test their Humanity&#8230; it happens when you try to get another demon working for you, and eventually everyone wants that&#8230; but in this case I&#8217;m just really enjoying that there&#8217;s a game-&#8220;carrot&#8221; out there to constantly tempt the <i>player<\/i>. \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So in sketching out the Shannon character for this post, I became aware of a really cool &#8216;dark-side\/light-side&#8217; thing going<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-774","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/774","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=774"}],"version-history":[{"count":0,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/774\/revisions"}],"wp:attachment":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=774"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=774"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=774"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}