[Sorcerer] How to play a sorcerer

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John S:
So, we had another session on Friday continuing our adaptation of the Training Run scenario. Afterward, we had a long conversation about the adversity and intensity of the session. Steve said he'd like to read up on how to play Sorcerer, from a player's perspective. I imagine that there is a whole wodge of historic threads somewhere around here covering questions from new Sorcerer players-- where should I look first?

John S:
P.S. I know about Jesse's excellent "Unbound" essays, and I also keep an eye on CK's "Play Sorcerer" blog.

John S:
After scouring the forum and making a whole bunch of notes, I sent this to the player who asked me "What are my tools as a Sorcerer player?" Much of the text is cribbed directly from this post; my intent is to follow up with some of the other things I've gleaned, but it seemed wise to break it up into discrete portions.

Quote

The Diagram

Your main tool for playing Sorcerer is the big diagram on your character sheet. Before play begins AND between sessions, everyone should look at the diagram.

For a beginning character, there should be at least ten words written into it: the people, places, and things (including demonic characters) associated with the four sections of the sheet. Between sessions, the events of the past session may well remove, add, and rearrange the items on the diagram. Keep note of the things that the character is concerned about or struggling with.

[*]If a given item is associated with a single section, then it should be placed toward the edge of the diagram.
[*]If a given item is associated with more than one section, then write it near or at the border of those sections. If those sections are next to one another, then the effect is to draw the item sideways; if they are opposite one another, then the effect is to draw it to the center.
[*]If it's associated with three or four sections, then it's drawn toward the center.
[*]If you spot other connections between items, make those connections visible on the diagram.
[/list]

During play, your job is use this diagram to consider what features of the character's life are currently undergoing the most tension, and bring the tension around those elements into play. My job is to bring those connections to the forefront in scenes with your character.

What you write down in the diagram is what you want to come into focus during the game, so make sure that it lists characters, objects and places that you care about-- things that matter to the character, and things that you, as a player, would like to play important roles in your character's story.

The other tools you have mostly help you make better use of the diagram, both between sessions and in play.

We have been playing with the diagram filled out, but I'm not sure it currently flags the main things he's interested in developing in terms of the story. Because of this, I'm glad I found the advice to revisit the diagram between sessions.

I realize the OP was a bit vague, but I'd be interested in hearing any feedback or other thoughts if this provides any scope for such. I may post again after further thought.

Ron Edwards:
Hi John,

There's a lot I have to say about this, but you've hit me in a time crunch. I promise a solid reply when I can.

Anyone else, chime in as you see fit. It's clear that Adept forum-talk has been too GM-centric over the years.

Best, Ron

John S:
Thanks, Ron. I look forward to hearing your thoughts whenever you get a chance.

Here's what I sent the player as a "Part II"-- all the ideas come from the rules, this forum, and the wiki. I just tried to digest it into an eMail-sized portion:

Quote

So the question is, what should you write in the diagram, specifically. In order to answer that, you have to get inside your character's head:

[*]What are his big ambitions, goals, and motivations?
[*]What are the things that matter to him more than anything?
[*]What's so important to the character that he has meddled in sorcery to get it?
[*]What price has he already paid?
[/list]

The keystone to the sorcerer's mind is arrogance. The rules allow your character to keep going even if his guts are hanging around his ankles. But in order to do so, you have to know what your character needs so badly that he can taste it. A sorcerer without a need just banishes the creatures who give him power and ceases to be a sorcerer.

Once you answer the above questions, you can start thinking about the people, places, and things that shape his life and his world. What are his likes and dislikes? Who are his contacts, comrades, followers, and mentors? Who are his enemies, rivals, love interests, and former lovers? What are his duties, debts, and unsettled scores? What are the top three big events of his life, and where did they take place? What other places or things are important to the character?

Thats the stuff you write in your diagram. You don't have to plot out your character's entire background, but you should have a sense of who and what your character knows, what adversity he's been through, and what challenges he's still facing.

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