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Edonil
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Post subject: Secret Destinies Posted: Thu Apr 19, 2012 3:00 am |
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| Geek In Training |
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Joined: Mon Jan 16, 2012 9:02 pm Posts: 41
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Alright, so my players are almost through their first adventure, and we've talked a little about the Destiny system. My players do want destinies but universally they don't want to know them, meaning I get to pick them, and have to figure out ways to hint them towards things. I was wondering if anyone had any advice on how to do this?
Here's the Destinies I was thinking of:
My one player has no idea who her family is, or where she comes from. She's a human, been in the military for years, and joined the Mandalorians not too long ago. I was thinking I could do Discovery for her. Honestly, of the three this is probably going to be the simplest.
My second player is playing the Face, and working towards the officer class. He's playing a bit of a brutal pragmatist, and I have no idea what to do for him. I was thinking the one from FU about leading an organization could be interesting, but I'm not totally sure.
My last player is playing a mechanic with a penchance toward guns, and I was thinking I could either do Creation for him, or Destruction. But I'm not sure how to go about doing the first one, especially if it's a hidden Destiny.
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lord_luapssor
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Post subject: Re: Secret Destinies Posted: Thu Apr 19, 2012 1:46 pm |
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| Youngling |
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Joined: Mon Apr 19, 2010 2:18 pm Posts: 27 Location: Clio, MI (Middle of no where)
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What I did for my Players Destinies was basicly use there background and what they want there char to do etc... and made up my own rather then using what is in the books as I found these to be a restricted for what I had planned. But I did use the book ones as a base and then changed a few things to suit what I need.
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Donovan Morningfire
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Post subject: Re: Secret Destinies Posted: Thu Apr 19, 2012 3:31 pm |
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| Council Member |
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Joined: Fri Feb 15, 2008 2:08 pm Posts: 6410 Location: Where I need to be when I need to be there.
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I've always encouraged my players to select what type of Destiny they want, and then tailor the story that my game is trying to tell in order to accommodate that choice, as well as fleshing it out based on the background they provide as well as their answers to GM Chris' Three Questions.
As for a totally secret Destiny, about all I can suggest is go by not only the character backgrounds, but also their in-game personalities.
Based on what you've told us, here's my thoughts on what might be interesting choices for their respective destinies:
It does sound like your first player is a good fit for the Discovery destiny, but she might also fit into the Rescue destiny, as the path to fulfilling that destiny is learning who she is, but the culmination is saving the life of someone that is a vital part to her past, like a long-lost parent or sibling or other relative.
For the second, perhaps a Redemption destiny, only that instead of redeeming someone else, he's got to redeem himself after realizing that "grim pragmatism" isn't the right path or will lead him to an early grave if he chooses to walk in the shadows. Or perhaps Liberation, as his actions lead to him conducting a large-scale military rescue operation.
On the third, why not Discovery, in that he makes some grand scientific or technological informational leap that either validates an ancient theorem long held to be impossible or forms the basis for the next great innovation in a particular field.
_________________ "If you've never seen an elephant ski, then you've never been on acid."- Eddie Izzard Contributing Author of the GSA Dono's Gaming & Etc BlogFollow me on Twitter at @donovan421
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