Character Creation: Difference between revisions

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*Detached or Engaged.  
*Detached or Engaged.  
:; Detached Alignment


A Detached character is a person who is not interested in anything to do with Gods or religion or any of that 'social' stuff. Detached is basically an alignment for those players who are not heavily engaged in role-playing, or for those who are true outsiders in their society. Detached characters don't have any extreme positions, and are motivated by whatever advances their personal goals. They are not interested in following laws or advancing freedom at all costs, they are not advocates for doing good deeds and they are not interested in doing evil for the sake of evil alone. They aren't even very interested in the abstract working of deities, the 'Celestial Game'. Detached characters just want to do as they wish, and stay uninvolved. Detached is best for players that are not strong role-players, who just want to show up, be with their friends, roll dice, and get loot.
A Detached character is a person who is not interested in anything to do with Gods or religion or any of that 'social' stuff. Detached is basically an alignment for those players who are not heavily engaged in role-playing, or for those who are true outsiders in their society. Detached characters don't have any extreme positions, and are motivated by whatever advances their personal goals. They are not interested in following laws or advancing freedom at all costs, they are not advocates for doing good deeds and they are not interested in doing evil for the sake of evil alone. They aren't even very interested in the abstract working of deities, the 'Celestial Game'. Detached characters just want to do as they wish, and stay uninvolved. Detached is best for players that are not strong role-players, who just want to show up, be with their friends, roll dice, and get loot.
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:; True Lawful
:; True Lawful
::True Lawful character acts as law, tradition, or a personal code directs them. True Lawful characters believe that order and rules are of paramount importance for the continuation and advancement of society. The individuals in a society are important, yes, but True Law recognizes that not everyone can expect to win every time. Everybody has to accept some constraints, so less fortunate souls can come up in the world.  A system of Law is always preferable to rank, howling anarchy, but even in orderly societies, there is much work to be done.  Laws merely for the sake of spreading either weal or woe are bad laws, and should be challenged and revoked. If the society is so corrupt or vainglorious that it cannot change from within, then force of arms will carry the day.  Short-term pain is perfectly acceptable to gain long-term stability and prosperity, measured within a framework of fair and equal rules for everyone.
::True Lawful characters act as law, tradition, or a personal code directs them. True Lawful characters believe that order and rules are of paramount importance for the continuation and advancement of society. The individuals in a society are important, yes, but True Law recognizes that not everyone can expect to win every time. Everybody has to accept some constraints, so less fortunate souls can come up in the world.  A system of Law is always preferable to rank, howling anarchy, but even in orderly societies, there is much work to be done.  Laws merely for the sake of spreading either weal or woe are bad laws, and should be challenged and revoked. If the society is so corrupt or vainglorious that it cannot change from within, then force of arms will carry the day.  Short-term pain is perfectly acceptable to gain long-term stability and prosperity, measured within a framework of fair and equal rules for everyone.


::True Lawful means you are reliable and honorable without being a zealot.
::True Lawful means you are reliable and honorable without being a zealot.
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Once you pick your alignment, your character's actions are expected to fall within the guidelines of that alignment. Stray too far outside the guidelines, and your GM may make your character's alignment change to something more appropriate, based on those actions. By far the most common alignment change is from an Engaged alignment to the Detached alignment. It is also possible to deliberately change alignment by taking actions contrary to your current Engaged alignment.  This can have consequences ranging from an interesting development in your character's story, to a crisis of faith, leaving your character distanced from his god, or even the temporary (or permanent) loss of character abilities.  Needless to say, changing alignments can be a big deal.
Once you pick your alignment, your character's actions are expected to fall within the guidelines of that alignment. Stray too far outside the guidelines, and your GM may make your character's alignment change to something more appropriate, based on those actions. By far the most common alignment change is from an Engaged alignment to the Detached alignment. It is also possible to deliberately change alignment by taking actions contrary to your current Engaged alignment.  This can have consequences ranging from an interesting development in your character's story, to a crisis of faith, leaving your character distanced from his god, or even the temporary (or permanent) loss of character abilities.  Needless to say, changing alignments can be a big deal.


GM's are encouraged to provide lots of warning to players who are in danger of changing alignments, giving them ample opportunity to change their ways before it's too late.
GM's are encouraged to provide lots of warning to players who are in danger of changing alignments, giving them ample opportunity to change their ways before it's too late.
 


==Character Backstory==
==Character Backstory==

Revision as of 17:17, 1 March 2020