[Sorcerer] Player AP

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CedricP:
(sorry for double post)

For example, should/could I try to trigger a chain reactions of dice rolls to get things more interesting? With how each dice roll influence the next one, maybe some interesting escalation could come out of this? Like when my character had his supper with his ex girlfriend, maybe if we started rolling dices, the scene would have gained some importance? (my character was trying to befriend her, but nothing special happened).

 

James_Nostack:
Cedric, I agree that investigation scenes aren't very interesting. 

One of the tricks I use: "Of course you find the information eventually.  But let's roll the dice to determine (something connected to the investigation - like, whether you owe a favor to a gangster, or whether you find the information in time to protect the next victim)."

Don't worry about what you need to do next.  Keeping you on your toes is the GM's job.  If you really want to make trouble for your character, have him try to seduce Cassandra away from Domenic's character.  "She's too good for you, Gabriel.  She deserves to be with someone who understands her kind."  Then start Punishing her (maybe by reenacting her death?) until she agrees to help break Domenic's binding.

As for the details of the rituals, I really like your TV wavelengths idea!  Contact might be arranging several different TV's to different static-frequencies in a particular interference pattern, so that you can talk to demons on the other end.  As you tune the TV's to this frequency, the soap-opera and sit-com happy families become perverted and monstrous... etc.

P.S.  I know who killed your master.

CedricP:
Thanks James, it is so evident, I dint think about it!
Interacting with what is in the other player character diagram is bound to bring up interesting situations! (even with no bad intentions, there is a good chance that things will get complicated).

Also I was thinking: A happy demon is a boring demon? I mean, as a player, I hope that my demon will get at least a little bit rebellious. If not, I will feel like I am missing a part of the game. Is it interesting to get into "author stance" and to stage your own demon rebellion, or should this be fully left to the GM?
Maybe I am thinking too much ahead of the game?

Judd:
Sorry, misunderstood.

Quote from: CedricP on February 21, 2010, 05:06:03 PM

I don't really have problem to find what to do next for my character. I wonder what to do as a player, not as my character. :)

I got that I need to interact a lot with what is on my character sheet diagram, and that I need to follow my kicker. But beside this, is there some other stuff I could do, like suggesting some scenes, bangs, stuff to the GM?

As a player, just play your character.

There is nothing wrong with saying, "Oh man, I'd love to start the next scene in Z doing Y."

But authoring or suggesting bangs is right out.  Your GM should be doing that.  They should be birthed from your kicker interacting with the game's fiction and the back of your sheet and the way the GM puts them together should be a delightful surprise that makes sense given all of the pieces in play but still shocks you.

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