Story Guide’s Notes
With player character individual diversity potentially covering almost any situation we run into the problem of spotlight overshine and main character syndrome maxing. To mark this element we should either encourage or even enforce the Chosen Phobia and Chosen Incompetence Character Elements.
“Weakness is important. Asking for help is such a difficult skill for many, but it is among the tallest pillars of social support.”
Overviews
Chosen Phobia
The creation of flaws in a character is what makes them vulnerable enough for other’s to step in and be the hero for a moment. Shared courage is the story driver against all hells which may be experienced. Choosing a Phobia is paramount for a player. Give them the option first. Then, they may choose to let you assign one to them, to keep things interesting. However it is done, make sure it is done. Your future prep depends on it.
Chosen Incompetence
When it comes to this mechanic, I don’t often seek out to make a player character feel like an imbecile. This isn’t the goal. In many cases a character has a willful ignorance or incapability. Whether it is from a moral standpoint or objectional thought process. “I can’t pick locks, I never learned how, it’s what thieves do.” or “I never learned how to use computers well, I’ve always been more focused on taking care of my body, cooking, and keeping the house in order.” These simple incompetence generalizations give our players a strong foundation to what they volunteer to handle in game.
The Vaia Codex
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