So, you want to make a character in ExplorerMan!? (Side note: The 'official' exclamation point, when combined with a query, makes the statement appear incredulous.)
Well, it's pretty darn complicated, so hold on to your hat.
First, pick a Primary Type from the list. Next, pick a Secondary Type from that list. Third, name your character and come up with a concept. Fourth, equip your character. Last, fill in the character sheet. You don't even have to do it in that order, though I'd recommend filling in the character sheet last or, at least, concurrently.
Got that?
The Character Sheets aren't incredibly complicated. The characters aren't incredibly complicated. The most complicated part is probably equipping your character. I'm not sure how that'll work, it might involve rolling for starting cash, it might involve a set amount of cash, or it might involve saying "Don't go nuts."
That's it!
Maybe I'll finally be able to play a character that dual-wields stuff. For no reason other than two is better than one.
ReplyDelete"The most complicated part is probably equipping your character. I'm not sure how that'll work, it might involve rolling for starting cash, it might involve a set amount of cash, or it might involve saying "Don't go nuts.""
ReplyDeletePerhaps every item will have a Resource Rating based on usefulness and each character gets X amount of resource to spend on things.
It's like a generic "starting cash" so that you can use it throughout genres (and it would represent different things in different genres, cash, gold pieces, credits, etc.) but you don't have to do crazy things like link real world dollars in a modern setting, just know that a pistol may be one resource while an assault rifle is like 3 or 4.
Stealing a lot from WoD, it seems...
ReplyDeleteThat's a thought. Resource rating a rechargeable thing, like WoD, or a spend thing, like cash?
As for dual wielding, I'm thinking it'll either be implicitly or explicitly allowed, probably without penalty. Cinematic characters always rock two weapons.
Wish I could come up with a way to tie starting cash into that magical score...but that makes no sense.
ReplyDelete@Myrddin
ReplyDeleteWell if you want everyone starting off with the same amount of "Resource Points" you could always make it like Fate tripled or something (real number when cost of things are established), it'll be the same number for everyone every time, but it ties into your Fate!
Can't see how to tie it into Type, "I picked Strong as my Primary, now I pick my starting resource points based on that???"
If you have a Point Buy XP system like you said, then people could use XP for more resource points maybe? Or maybe after the game started, all equipment afterwards is just stuff you find on the adventure, no "shopping at the town" sessions here, this is an adventure movie after all!