10-05-2011, 06:59 AM
(This post was last modified: 10-05-2011, 06:59 AM by FlyingSquirrel.)
The Power of Imagination
Now, as I'm sure you all have noticed, the players are now given more freedom in what's playable. From Technomages to Blademasters, from Subversives to Beastmasters, it's all allowed. Well, most of it, anyways. On top of this, players are given near complete freedom for their character, allowing them to make their character whatever they want as long as it fits the rules given beforehand by the GM team. And so, that's what this guide is aimed at. More specifically, it's aimed at the marriage of Magic and Technology.
Imagination is a great thing. It's fueled our growth throughout the ages, and has led to many things, from Harry Potter to those snazzy houses on TV. Our imagination now is larger then ever, mainly due to the fact that it's no longer just our imagination. We can pull ideas from books, from movies, from friends. And with the new freedom, we can pursue these ideas. However, some of these ideas just don't make sense, or have something else wrong with them.
However, there's another problem that people rarely think about – Their characters imagination. Your characters haven't read Dr. Seuss, J.R.R. Tolkien, or J.K. Rowling. They haven't seen Twilight, Conan or Star Wars. They've never heard about Zelda, Fallout or Call of Duty. They wouldn't be able to create a Tesla Cannon, point out a Thestral, or even notice some Elven Chain-Mail. Things that you may easily be able to point out would be completely foreign to them.
And so I ask you, what does your character know? Does your character have near instant access to thousands of other people's imaginations by going to the nearest library?
By now, you're probably telling yourself to tell Squirrel to get to the point. Well, fine.
Our characters don't have the imagination that we do. We, as the players and as the puppeteers of our little avatars, have to set limits to what our character would be able to think of, and how they would be able to do it. Then, you have to ask if that's even possible, and if your character would be able to figure that out, as well. If something needs a special amount of sugar to get to where it is, as an example, then how long will it take them to figure out the amount of sugar they need?
So, yea. Have a nice day, and hopefully you've listened to Squirrel's little guide/rant of the month. I have a Pajama-dress day to attend.
Now, as I'm sure you all have noticed, the players are now given more freedom in what's playable. From Technomages to Blademasters, from Subversives to Beastmasters, it's all allowed. Well, most of it, anyways. On top of this, players are given near complete freedom for their character, allowing them to make their character whatever they want as long as it fits the rules given beforehand by the GM team. And so, that's what this guide is aimed at. More specifically, it's aimed at the marriage of Magic and Technology.
Imagination is a great thing. It's fueled our growth throughout the ages, and has led to many things, from Harry Potter to those snazzy houses on TV. Our imagination now is larger then ever, mainly due to the fact that it's no longer just our imagination. We can pull ideas from books, from movies, from friends. And with the new freedom, we can pursue these ideas. However, some of these ideas just don't make sense, or have something else wrong with them.
However, there's another problem that people rarely think about – Their characters imagination. Your characters haven't read Dr. Seuss, J.R.R. Tolkien, or J.K. Rowling. They haven't seen Twilight, Conan or Star Wars. They've never heard about Zelda, Fallout or Call of Duty. They wouldn't be able to create a Tesla Cannon, point out a Thestral, or even notice some Elven Chain-Mail. Things that you may easily be able to point out would be completely foreign to them.
And so I ask you, what does your character know? Does your character have near instant access to thousands of other people's imaginations by going to the nearest library?
By now, you're probably telling yourself to tell Squirrel to get to the point. Well, fine.
Our characters don't have the imagination that we do. We, as the players and as the puppeteers of our little avatars, have to set limits to what our character would be able to think of, and how they would be able to do it. Then, you have to ask if that's even possible, and if your character would be able to figure that out, as well. If something needs a special amount of sugar to get to where it is, as an example, then how long will it take them to figure out the amount of sugar they need?
So, yea. Have a nice day, and hopefully you've listened to Squirrel's little guide/rant of the month. I have a Pajama-dress day to attend.
![[Image: OmtDPPC.png]](http://i.imgur.com/OmtDPPC.png)
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