52 lines
2.1 KiB
TeX
52 lines
2.1 KiB
TeX
\chapter{Character Creation}
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This has been a more involved process than I expected, but a big part of
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why that has been the case, is because I haven't done any of this while
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directing it with other people.
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I have created characters in other systems, either on my own, or with
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someone else leading it as the game master. That ends up being a
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different process.
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This very much has been a more ``methodical'' approach, in part because
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not knowing the process in any way, it has lead to me having to read it
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on my own.
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\section{Steps}
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This brief description is almost directly from {\it RuneQuest Roleplaying in
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Glorantha}(Table \ref{char-create-steps}):
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\begin{table}
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\begin{itemize}[noitemsep]
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\item {\bf Step 1: Homeland.} chose your adventurer's Homeland.
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\item {\bf Step 2: Family History.} Develop the family history for
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your adventurer, and their own history prior to their life of
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adventure.
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\item {\bf Step 3: Rune Affinities.} Choose your adveturer's Runes.
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These quantify your adventurer's connection to specific Runes and
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drive personality and social impulses.
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\item {\bf Step 4: Characteristics.} Determine characteristics and
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secondary attributes.
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\item {\bf Step 5: Occupation.} Choose your adventurer's occupation.
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\item {\bf Step 6: Cult.} Choose your adventurer's cult.
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\item {\bf Step 7: Personal Skill Bonuses.} Allocate personal skill
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bonuses.
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\item {\bf Step 8: Other Information.} Give your adventurer a name
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and determine other information needed, such as gender, equipment,
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family heirloom, et cetera.
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\end{itemize}
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\caption{Character Creation Steps\cite{rq-rig} p. 23}
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\label{char-create-steps}
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\end{table}
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Homeland is important in RuneQuest, as it helps to determine a variety of
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cultural aspects such as customs, language, and religion. In my playing
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at this point, I am not restricting, or recommending a given homeland.
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The homelands that exist in the world of RuneQuest are: Sartar, Esrolia,
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Grazelands, Prax, Lunar Tarsh, and Old Tarsh.
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My character is Old Tarsh.
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