[11-Jul-21 07:32 PM] Christopher Grey#9695
Hi all, I’m Christopher Grey creator of several games including The Happiest Apocalypse on Earth and The Great American Novel (each nominated for awards WHOO). My latest is an legendary fantasy game called Highcaster, created on an iteration of the game engine behind Great American Novel and Great American Witch. It’s a narrative-driven game where you play heroes of legend forging a new world centuries after the gods fell and destroyed the world.
[11-Jul-21 07:34 PM] Dan Davenport#6715
(Not sure if you’ve got more coming. Please remember to give us a (done) when you’re ready for questions. 🙂 )
[11-Jul-21 07:35 PM] Christopher Grey#9695
Oh! Thanks, it was just a brief introduction so (done) unless you would like me to expand on anything
[11-Jul-21 07:35 PM] Dan Davenport#6715
That’s fine! The floor is open to questions!
[11-Jul-21 07:35 PM] Dan Davenport#6715
What does “legendary fantasy” mean to you?
[11-Jul-21 07:38 PM] Christopher Grey#9695
So you are playing the kinds of stories you’d find in The Iliad. Your characters are heroes in the text-book definition, even to their contemporaries. Fantasy RPG may have you used to the rapscallions wandering into a tavern, but in this game your reputation proceeds you and a town is likely to throw a feast in your honor if you come to town. Few people leave their homes into the wilderness and so those that do, are well known and highly revered. They are also the center of huge conflicts. So legendary in that you are creating stories of legends, creating your own mythology.
[11-Jul-21 07:38 PM] Christopher Grey#9695
(done)
[11-Jul-21 07:39 PM] Dan Davenport#6715
Can you say more about the nature of the setting? What is the tech level, for example? Bronze Age? Iron Age? Medieval?
[11-Jul-21 07:42 PM] Christopher Grey#9695
Lots to talk about here. The setting takes place about 500 years after the gods fell. Before then the Highcaster Empire stretched from coast to coast and the gods were literal stars in the sky. After the fall, no stars, no gods. So the remnants of the empire that survived grew into their own communities and are just now finding each other, but as different cultures. It is highly inspired by Western Europe after the fall of Rome, where different cultures rose out of different locations and clashed or allied. The tech level is “mythological” so bronze age (if you have to pinpoint a place in time).
[11-Jul-21 07:43 PM] Christopher Grey#9695
Much of the setting is wrapped up in the cultures that your party chooses. Everyone plays in the same culture. And that gives you the shared language, traditions, politics, etc. But the history and details are open, including interactions with other cultures. You build that at the table as part of your campaign. (done)
[11-Jul-21 07:43 PM] Blind Bard#4004
Do you go into an explanation as to how to play in different settings? For example, how one would go about playing in a something similar to a Viking saga versus a Greek epic? Or do you focus on the setting you have constructed?
[11-Jul-21 07:44 PM] Christopher Grey#9695
The cultures really drive the game play experience. If you want to play Vikings, you’ll play the Saeberds (Seabeards), if you want to play Greeks, you’d play Deirwesch. They are clearly defined and have built in motivations for you all. Cultures will define what type of game you are playing (war, diplomacy, exploration, etc.)
[11-Jul-21 07:44 PM] Christopher Grey#9695
(done)
[11-Jul-21 07:45 PM] Dan Davenport#6715
How common is magic in this setting, and how powerful does it get?
[11-Jul-21 07:46 PM] LibrariaNPC#1056
For someone who doesn’t know your previous games, is this a good introduction to your work/the systems you mentioned in your introduction?
[11-Jul-21 07:47 PM] Christopher Grey#9695
It is common in the same kind of way an ancient myth is. You have all the expected approaches (tomes of magic, folk magic, celestial magic) but it is structurally very open. As a player you can really determine how the magic works based on your character concept and the constraints of your culture. Magic can be extremely epic and mountain-leveling if you want it to be. The game uses a system that allows “OP” as long as it works with the narrative and character motivations. It can also be very subtle. (done)
[11-Jul-21 07:50 PM] Christopher Grey#9695
@LibrariaNPC Sure, I tend to build narrative-driven games. In other words, the rules are not about whether or not you hit someone and for how much damage, the rules are around why your character does a thing and what the consequences are. So in my games you don’t “attack a goblin” without understanding why. If you are doing it to defend your party that’s one roll, but if you are doing it to show off that’s another. And so when harmed you take hits to things like your prestige or virtue, not to your body. Your character can get hurt physically of course, but the game doesn’t care about that. It cares about what that harm does to your character and their story. So, in answer to your question, this game is a great place to start because it takes those principles and puts them into a fantasy setting with dungeon crawls. It even works with D&D adventures! I’ve tried it!
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[11-Jul-21 07:50 PM] Christopher Grey#9695
(done)
[11-Jul-21 07:50 PM] Blind Bard#4004
How easily can this system be used to construct styles of play that are not inherently European? Say I wanted to play in fantasy Shang Dynasty China? Would your system still function as intended given I as a GM did some legwork as well?
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[11-Jul-21 07:51 PM] LibrariaNPC#1056
On that note, how far does this deviate from the typical D&D game? How would you sell this to someone who’s burned out on fantasy dungeon crawls?
[11-Jul-21 07:52 PM] Christopher Grey#9695
@Blind Bard You can apply it to any setting. The cultures in the core game are not Western-oriented or Eastern-oriented, they are entirely of their own creation. You can of course draw parallels if you want, but they are very different than historical Earth settings. That said, you can take this system and play any historical earth setting you want. You’d just change the names.
[11-Jul-21 07:53 PM] Christopher Grey#9695
This deviates from regular D&D because you don’t take turns to whack at a creature until attrition takes them out of the game. It is hyperfocused on the story and the characters. When I ran Dungeon of the Mad Mage with the system, I found it so much more fun than 5e, because I could skip all the minutia and just go straight to the story. I liked it so much I’m actually running a Tyranny of Dragons campaign with it now. It skips all the boring stuff, cuts to the chase.
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[11-Jul-21 07:54 PM] Dan Davenport#6715
What races/species are available to play?
[11-Jul-21 07:55 PM] LibrariaNPC#1056
What inspired to do a European Bronze Age Myth backdrop for your setting for this game?
[11-Jul-21 07:55 PM] Christopher Grey#9695
They are called “heritages” and essentially you have mortals and non-mortals. What that means is a whole bunch of immortal creatures became mortal with the fall of the gods and ended up in society along with the mortals. So in short, humans (mortals), and all kinds of others: unicorns (yep!), giants, angels, demons, fay, elementals, to name a few. But they all have their own in-game terms.
[11-Jul-21 07:58 PM] Christopher Grey#9695
To be clear, I’d say post Fall of Rome inspired the game, but it really is not European or any historical setting. If you squint, you’ll find similarities. I think there may be more in common with the Byzantines in certain aspects, certainly one was inspired by Egypt. But really, the inspiration came from a desire to take our fantasy stories more seriously. To make the kinds of stories that would become the mythology of another society. I was inspired by that historical time period because the slate was really wiped clean in Western Europe and entire societies started over. Since the game requires you build out the world as you go (with no history or lore), it made sense to start hundreds of years after the fall of a continental empire.
[11-Jul-21 07:59 PM] Christopher Grey#9695
Also heritages are not specific to any culture. Any heritage can be in any culture. All of those divisions went away when the gods fell.
[11-Jul-21 08:00 PM] Blind Bard#4004
What would you say is the one thing you would have wanted to add to your project that you didn’t for one reason or another?
[11-Jul-21 08:01 PM] Christopher Grey#9695
I’m seriously considering adding a section on converting d20 games to the system. The first stretch goal was reached so I’m already releasing the game rules as an SRD, I think the next step would be to make a conversion document. So you could literally use the system for any fantasy RPG. Think of the countless adventures you could grab! You’d never have to think or prep again.
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[11-Jul-21 08:01 PM] Dan Davenport#6715
Are there any obvious Big Bads in the setting?
[11-Jul-21 08:03 PM] Christopher Grey#9695
Oh yeah! Good question. So when the gods fell, they left behind Star Shards, large stone fragments. In addition to obliterating the world, they also started corrupting it. So now hundreds of years later, the corruption is spreading and spreading. So entire regions of the realm are taken in by this decay. That’s where the evil monsters come from. Also, the are no stars and no gods. That means no “passing over”– when you die, your spirit just sort of hangs out and becomes something else, becomes a ghost, a lost soul, or dissolves into supernatural energy. So lots of ghosts and zombies.
[11-Jul-21 08:05 PM] Blind Bard#4004
So, an inverse of a question I was asked when I did this. With all the systems out there currently, why did you originally decide to make your own?
[11-Jul-21 08:05 PM] Dan Davenport#6715
On that subject, how common are monsters in this setting? How likely is the average person to have seen one?
[11-Jul-21 08:07 PM] Christopher Grey#9695
I’ve been iterating my own system for a while so it was only a matter of time before I did a fantasy heartbreaker. But beyond that, I didn’t really see a narrative-driven system out their for fantasy–one that doesn’t care about Hit Points and AC. I like those games, don’t get me wrong, but I want one that skips all of that and gets to the heart of the story. There are indie games that accomplish this, but part of the design goal was to make it feel like a Dungeons & Dragons sort of game, in that you have lots of player choices and character advancement, and campaigns can go indefinitely. I wanted something that checked all of those boxes and my Great American Novel chassis did (with LOTS of development and iterations)
[11-Jul-21 08:09 PM] Christopher Grey#9695
Most people in the comfort of their own protected communities would have only heard legends of monsters (until the corruption hit them or something bad happened). But heroes that go into the wilderness will find them common enough. It would not be as common as say a Pathfinder session. The one monster would be the focus of an entire game. Or perhaps the entire campaign.
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[11-Jul-21 08:09 PM] Christopher Grey#9695
The game has 18 (I think)
[11-Jul-21 08:10 PM] Dan Davenport#6715
So it sounds like there aren’t hordes of goblins or the like.
[11-Jul-21 08:11 PM] Christopher Grey#9695
No, not like that. You may have border conflicts between two cultures that could resemble that. But if you run into a goblin, it’s a big deal. Or dragons are VERY big deals, even though there are quite a bit of them in the setting. I introduced a dragon in the last AP and the players almost lost their minds. It was a horrifying moment.
[11-Jul-21 08:13 PM] Dan Davenport#6715
Are the PCs Big Damn Heroes by default? Or are some just out for the loot?
[11-Jul-21 08:14 PM] Blind Bard#4004
You mentioned that The Great American Novel was the chassis for this project. Why choose to go with this game over The Great American Novel and simply adapt things for the bronze age, if that is the case? That is to question, is this primarily a setting or a system, or does it happen to be both?
[11-Jul-21 08:15 PM] Christopher Grey#9695
They are Big Damn Heroes, even by measure of their communities. No one else is brave enough to leave the safety home. And they leave because they have to–their town needs a resource, there are invaders, they have to make contact with a neighboring city to set up a trade route. They have to stop a war. There is a dragon somewhere near. Stuff like that. Loot doesn’t enter into it (unless you are bringing a caravan of goods to bribe a neighboring monarch into opening up trade, or you are recovering precious artifacts a monster took from your village).
[11-Jul-21 08:16 PM] Christopher Grey#9695
They also have codes they need to live by to be considered “good” in their culture. So no pillaging in this game.
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[11-Jul-21 08:18 PM] Christopher Grey#9695
GAN is designed to create a literary experience, so you won’t find a lot of space in those mechanics to handle attacking creatures or things like dungeons. Also there is A LOT of shared narrative in that game, so you wouldn’t be able to handle many of the fantasy narrative tropes. If you ran fantasy with GAN it would feel a lot like Game of Thrones, which is GREAT, but I wanted an alternative to D&D. So I had to tone down shared narrative, build out the conflict structure to handle combat more in line with fantasy RPGs, and build character choices and advancement.
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[11-Jul-21 08:20 PM] Christopher Grey#9695
I should directly answer the question too. This is a new system with a setting. You can use this system for any D&D-style game, but GAN does something else.
[11-Jul-21 08:21 PM] Dan Davenport#6715
Do you have a character sheet that we can see?
[11-Jul-21 08:22 PM] Christopher Grey#9695
Oh sure… here’s one that is filled out even: https://christopherworld-my.sharepoint.com/:b:/g/personal/chris_christopher_world/EbomgawXHYhGpLtd7fT0ElQB7DlkHsFsmXOJVMBApkVwLg?e=HSMdO2
[11-Jul-21 08:23 PM] Christopher Grey#9695
It needs to be redesigned, this is for Beta
[11-Jul-21 08:23 PM] Dan Davenport#6715
No problem. This is only for reference purposes.
[11-Jul-21 08:24 PM] Christopher Grey#9695
I made this for Julius Lorrado who is a Highdoni Chronicler and the voice for all of the chapter openings. He’s part snark/part philosopher.
[11-Jul-21 08:24 PM] Dan Davenport#6715
It puts me in mind of that European fantasy/horror game…. Gah, drawing a blank on the name…
[11-Jul-21 08:25 PM] Christopher Grey#9695
Vaesen comes to mind, is that it?
[11-Jul-21 08:26 PM] Dan Davenport#6715
No… This one I have in mind is older than Vaesen, and uses motivations for stats…
[11-Jul-21 08:26 PM] Christopher Grey#9695
Oh! Interesting, if you think of it let me know
[11-Jul-21 08:26 PM] Dan Davenport#6715
Ah, well. I’ll think of it while I’m not trying to.
[11-Jul-21 08:27 PM] Dan Davenport#6715
Oh, wait!
[11-Jul-21 08:27 PM] Dan Davenport#6715
Shadows of Esteren
[11-Jul-21 08:27 PM] Christopher Grey#9695
The core loop is something I love, because I had to break away from d6s and use polyhedrals. My game requires a lot of polyhedrals. Finally putting those dice to good use.
[11-Jul-21 08:27 PM] Christopher Grey#9695
I don’t know it, I’ll check it out!
[11-Jul-21 08:28 PM] Blind Bard#4004
What is your favorite part of the project that you have not told us yet?
[11-Jul-21 08:28 PM] Dan Davenport#6715
(Just Googled “medieval fantasy horror RPG”, and it was the first thing that popped up. 😄 )
[11-Jul-21 08:30 PM] Christopher Grey#9695
I love the chapter structure. It was an iteration I did for Great American Witch and carried forward to this game. The idea is that you divide game play into chapters and based on what that chapter is the rules are adjusted slightly. For example, a Preparation chapter means players have complete narrative control, because they are prepping for a big quest, where as a Danger chapter means that the characters are generally in terrible danger so things will be harder for them. This structure helps focus game play and adds a lot of fun tension to scenes.
[11-Jul-21 08:32 PM] Dan Davenport#6715
An interesting approach, certainly.
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[11-Jul-21 08:33 PM] Dan Davenport#6715
Are there any limits to this complete narrative control you mention? As in, can the players say as they are preparing for the adventure: “I go to the local weapon shop, and the blacksmith gives me his ultra-mega-awesome magic sword”?
[11-Jul-21 08:34 PM] Christopher Grey#9695
It needs to make sense in the narrative and the Chronicler(GM) has veto power. But in general no constraints. If a “threat” is in play (that is, something the GM has introduced and is controlling) they can’t have control over that, and they can’t control other PCs
[11-Jul-21 08:35 PM] Christopher Grey#9695
Players can also “introduce truths” with a meta currency called Favor. So if they want something about the world or situation to be true, they can pay for it.
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[11-Jul-21 08:36 PM] Dan Davenport#6715
How extensive can one such truth be?
[11-Jul-21 08:37 PM] Christopher Grey#9695
As long as it fulfills the above requirements, it can be anything. The game assumes players won’t abuse this and if they do, there is an X card in play that other players can x content and obviously the GM can veto anything. The game wants the story to be collaborative so a lot of narrative control is exchanged. (Although far less so then other versions of the system, especially GAN which allows players to compltely take over).
[11-Jul-21 08:38 PM] DarkUrban#3793
as a DM/ST, I love this idea 🔥
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[11-Jul-21 08:40 PM] DarkUrban#3793
🙌🏼 I was just catching up on thr thread, was there a link for the game and the Previous Games you have out @Christopher Grey?
This is Highcaster I believe?
https://www.kickstarter.com/projects/greyauthor/highcaster
[11-Jul-21 08:40 PM] Christopher Grey#9695
That’s it! You can find most everything on DriveThru, but they are listed on my website: http://www.christopher.world
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Christopher Grey | Roleplaying Games
Christopher Grey is the ENnie-nominated RPG designer of The Happiest Apocalypse on Earth and The Great American Novel.
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[11-Jul-21 08:41 PM] DarkUrban#3793
thank you
[11-Jul-21 08:42 PM] Dan Davenport#6715
Let’s take a look at task resolution through the lens of our go-to scenario: A hero needs to leap across a gap. In Highcaster, how does that happen in terms of game mechanics?
[11-Jul-21 08:48 PM] Christopher Grey#9695
That all depends! Why are they leaping across the gap? If it is just to get to the other side, they can just do it. Nobody accidentally breaks their ankle in Highcaster. But if they are doing it to get away from a rampaging dragon, they are going to roll their Courage (because they are protecting themselves) and they are confronting the threat “Dragon Wants to Eat Me” (usually spelled out on an index card).
They roll d20, and then roll their Courage die. If they have a Discipline that applies (let’s say they are a Warren, so they can use their battle discipline or something) they can choose to spend a d4, d6, or d8 to add to the pool. If they have a talent that applies, they can add a d6. If they really want to do it, they can spend a Favor and add another d6. All of the non d20 dice are rolled and they player picks the highest result, that will be added to the d20.
If they got a 9 or less something “different” happens and don’t resolve the threat–maybe they leap across but the dragon smashes the hall and blocks their way and they take harm to their Courage, because now they are scared. They then mark their ability (if they do that enough, the ability dice goes up).
If they got between a 10-19, they get across but then something changes in the story to complicate things, but they resolve the threat. Let’s say the dragon has a dragon friend they find when they come around the corner. So a new threat!
If they get a 20+ they resolve the threat and have narrative control (if the threat is entirely resolved). So they tell me how they got away from the dragon. Or killed it, if it’s reasonable to do so in the story. (Sorry, long answer)
[11-Jul-21 08:48 PM] Blind Bard#4004
Someone is going to ask it eventually. What is your LEAST favorite part of this project?
[11-Jul-21 08:48 PM] Christopher Grey#9695
Having to make monsters. I hate that. Other people love it. I wish they’d do it for me.
[11-Jul-21 08:48 PM] Blind Bard#4004
Fair answer!
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[11-Jul-21 08:51 PM] DarkUrban#3793
What was the biggest challenge in making Highcaster compared to your other games? (either personally, mechanically, or setting wise) anything that stands out
[11-Jul-21 08:53 PM] Christopher Grey#9695
Getting the rules right. This game went through MANY iterations until I figured out how to make the polyhedral dice work. The concept has been around for more than three years and the original idea goes all the way back to the 90s. This was very challenging. I wanted to make an alternative to D&D, but do it my way. My other games went much, much quicker.
[11-Jul-21 08:53 PM] Dan Davenport#6715
Are combats handled as a single roll, just like that gap-jumping bit?
[11-Jul-21 08:54 PM] DarkUrban#3793
understood. giving value and usage to all dice is tricky and can be easy to forget/neglect, say d4 🤣
[11-Jul-21 08:55 PM] Christopher Grey#9695
Not always. Threats are tiered into stages. Think of them as boss fights. You resolve one aspect of the threat, but then something new starts happening. Or if you don’t resolve it, it escalates. And threats don’t necessarily translate to bad guys (though they can). A threat could be Horde of Insect Monsters are Flooding In. If that’s resolved, maybe the insect monsters are still there, but not flooding in. It all depends on the context. But GMs are supposed to use threats liberally and often. A dragon will have five stages to get through before its resolved. And resolved doesn’t mean “dead” just that it is no longer a threat.
[11-Jul-21 08:55 PM] Christopher Grey#9695
I regret that d12 didn’t make it. I tried. Lord knows I tried.
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[11-Jul-21 08:56 PM] Blind Bard#4004
How could you do this to the poor d12?
/sarcasm
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[11-Jul-21 08:56 PM] DarkUrban#3793
You either have to force it or ignore it, cuz then the gameplay feels off an everyone knows. Good to know. Thx
[11-Jul-21 08:57 PM] Blind Bard#4004
More seriously. In playtesting, what were the biggest struggles you ran into?
[11-Jul-21 08:59 PM] Christopher Grey#9695
It was difficult to fine-tune the core loop. I knew I wanted d20 plus modifier, but using a variable modifier is tricky. I was trying to emulate the swinginess of d20 games, but using dice pools (which is odd and counter-intuitive). It took a while to figure out how to balance that. Lots of playtesting threats, just by myself at my desk and chucking dice.
[11-Jul-21 09:00 PM] Christopher Grey#9695
Another thing that came up was my made-up words. I drew a lot from proto Indo-European language so my made-up words sounded real. Watching players struggle with those words helped me fine tune them. Funny process, and one I didn’t expect.
[11-Jul-21 09:04 PM] Christopher Grey#9695
(That was fun, is that a wrap?)
[11-Jul-21 09:05 PM] Blind Bard#4004
Can you actually link the project? I think I missed it.
[11-Jul-21 09:05 PM] Christopher Grey#9695
Of course: http://kck.st/2TLjX3L
[11-Jul-21 09:06 PM] Blind Bard#4004
Much thanks.
[11-Jul-21 09:06 PM] Christopher Grey#9695
Sure!
[11-Jul-21 09:08 PM] Blind Bard#4004
I’m going to make you choose between your babies. Which has been your favorite project to work on and why?
[11-Jul-21 09:09 PM] Dan Davenport#6715
What is the significance of the game’s name?
[11-Jul-21 09:09 PM] Christopher Grey#9695
Noooooo! If I HAD to pick, I’d say Great American Witch. I really felt like I was making some major innovations in my system and was very happy with how it turned out. It was a really fun setting too. Scratched a bunch of itches for me.
[11-Jul-21 09:09 PM] DarkUrban#3793
Did you have a favourite Heritage?
I mean, if you had to play this game only one time, what would be a good choice for you?
[11-Jul-21 09:10 PM] Christopher Grey#9695
It was called the Highcaster Empire, because in Highspeak Highcaster meant fortunate people (People who’s lots are cast high”), but then they fell. Now the people still call themselves Highcaster, but because they make their own fortune. Now read that in movie trailer voice.
[11-Jul-21 09:11 PM] Christopher Grey#9695
Definitely the Ekwin (unicorn). It’s just awesome playing a battle unicorn, all angry and mean.
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[11-Jul-21 09:12 PM] Dan Davenport#6715
Gotcha. On a related note, what is currently the largest from of community? A town? A city? A city-state? A country? (etc.)
[11-Jul-21 09:13 PM] Christopher Grey#9695
It’s left ambiguous because those details are meant to be played out at the table. But it is inferred the Highdoni are the largest and they call themselves an empire. They are the remnants of the old empire, but even they only have a large city with surrounding villages and hamlets. The societal scale is pretty small.
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[11-Jul-21 09:19 PM] DarkUrban#3793
what would a typical game look like with Heritage and Paths? in say a 4-6 ppl at the table, is there still that potential for power/weaknesses (ie-oops no one is a healer)
[11-Jul-21 09:21 PM] Christopher Grey#9695
You don’t see role issues like you do in other games (like missing healer, or duplicate roles), but your character is defined by their path. So you wouldn’t want two of the same path in a game–too many chefs in the kitchen. But the group’s make-up really has no bearing on how successful they can be in a session. It all goes back to what makes a good story. You don’t run into weakness gaps like you do in d20 systems.
[11-Jul-21 09:22 PM] Christopher Grey#9695
Heritage is largely cosmetic. That has little to do at all with game success.
[11-Jul-21 09:22 PM] DarkUrban#3793
Good to know. it’s a challenge in crunchier systems certainly
[11-Jul-21 09:23 PM] Christopher Grey#9695
If you have two Scoplars (bards) the worst that will happen is they will argue a lot 😄
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[11-Jul-21 09:23 PM] Dan Davenport#6715
Or play Dueling Banjos.
[11-Jul-21 09:23 PM] Christopher Grey#9695
Hah!
[11-Jul-21 09:24 PM] Dan Davenport#6715
In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[11-Jul-21 09:24 PM] Christopher Grey#9695
We covered a lot! I think we’re good
[11-Jul-21 09:25 PM] Dan Davenport#6715
Okay then! In that case, thanks so much for joining us again, @Christopher Grey!
[11-Jul-21 09:25 PM] Christopher Grey#9695
Thank you so much! I had fun!
[11-Jul-21 09:25 PM] Dan Davenport#6715
Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! 🙂
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[11-Jul-21 09:25 PM] Dan Davenport#6715
Now, if you’ll give me a couple of mintues, I’ll get the log posted and link you!
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