2020 WorldEmber Pledge

I hereby pledge to complete the first complete draft of the Building Your Player Character publication for the World of Cartyrion. This will be a publication that provides all of the descriptive flavor required for a player to select a character's race (ancestry), culture (heritage), background, and class in a manner that emphasizes the resulting character's upbringing, personality, and past experience rather that the game-mechanical statistics that are associated with the choices. While the resulting character may not be optimal from a game-mechanic perspective, it should be much more role-playable.


Some of the contents for this publication have already been completed either in WorldAnvil articles or in other formats used before I discovered World Anvil. In the case of the former, they will be organized, and possibly redrafted to form a more coherent whole product. In the case of the latter, they will be imported and also likely redrafted. Many parts, however, either do not yet exist at all or exist as stub articles. In any event, the anticipated size of the completed work will be larger than the WorldEmber goal of 10,000 words, and will allow for the completion of the goal of at least 10,000 new words being written.

Anticipated Contents

  1. Role-Playing Versus Roll-Playing
  2. The Character Backstory
  3. Backstory Elements
    • Culture
      • Race (or Species / Ancestry)
      • Heritage (or Ethnicity / Subculture)
    • Prior Vocation (or Background)
    • Adventuring Focus (or Class)
  4. Step 1 - Selecting a Culture
    (each of the following will include a description of the common racial traits followed by a listing of the specific subcultures associated with that race. There are twelve playable races; each will get its own World Anvil Species article. Each race has seven subcultures; each of these will get its own World Anvil Ethnicity article. Eventually (after WorldEmber), all these articles will be expanded to include optionally viewable game-mechanic statistical information.
    • The Amurrans (Catfolk)
    • The Elves
    • The Dwarves
    • The Gnomes
    • The Goblins
    • The Halflings
    • The Humans and Hybrids
    • The Iruxi (Lizardfolk)
    • The Kobolds
    • The Orcs
    • The Tengu
    • The Ysoki (Ratfolk)
  5. Step 2 - Selecting a Prior Vocation (or Background)
    A list of prior personal situations (jobs, upbringing conditions, etc.) that the character may have experienced, and that will have resulted in the acquisition of certain talents and tendencies. While those talents and tendencies will not be quantified in game-mechanic terms, they will be hinted at using descriptive language. There are at least forty distinct backgrounds available in the Pathfinder 2nd Edition Core Rulebook and Advanced Player Guide - each will get a very brief World Anvil article consisting of a paragraph or so. Eventually (after WorldEmber), game-mechanic statistics will be added to these articles as optionally viewable material.
  6. Step 3 - Selecting an Adventuring Focus (or Character Class)
    This section will describe the class choices available to the player character embarking on adventure. There are at least twelve available player classes; each will get its own World Anvil article (Tradition template, perhaps?). Once again, game-mechanic details will not be provided directly, but may be hinted at. After WorldEmber, game statistics will be added. In addition, a section on "filling in the backstory" will address what might normally be anomalies caused by choices of other character makeup components (for example, a street waif doesn't simply 'become' a wizard - there would need to be some intervening stage of the character's life to account for the necessary training).
  7. Step 4 - Adding Personality
    Some elements of personality may be dictated by earlier choices (such as a barbarian's short temper), but many of the personal ideals, goals, flaws, and quirks can be left entirely up to player building the character. While these should not be debilitating in game-mechanic terms, they will provide the opportunity for both player and Game Master to add some additional flavor to adventures and campaigning.
  8. Step 5 - Completing the Backstory
    This section will focus on what should and should not be included in a backstory. It will also stress the importance of working with the Game Master at this stage to ensure that the character's story makes sense in the world, and in the campaign the Game Master has planned for. (A first level reigning prince of a nation half a world away from the starting point could be problematic!) Tips for adding the final bits of color to the backstory will also be provided.

Comments

Please Login in order to comment!
Powered by World Anvil