Howdy.
Long time no blog. Well, I figure since we’re in the last three months of democracy, I might as well throw a couple of posts out there. Fiddling while Rome burns and all that…
One RPG I really like, at least conceptually, is
Fate, specifically the Fate Core rules published in 2013. I’ve been fortunate enough to run a couple of games of Fate (or, as I like to call it: FATE) but it’s certainly a game that traditional RPGers bounce off of. I found that the more experience a player has in an old school system such as, say, AD&D 1st Edition, the harder it is for that player to grasp FATE’s key concepts like invoking/compelling Aspects.
Still, I dream about the day I get a fully invested RPG group to help me world-build like the example group in the Fate Core rulebook. Until that day, I’ll probably be doing a lot of solo world-building. One method I’ve come up with to support my solo efforts is using playing cards for a life-path style NPC generation method. FATE GMs: give it a try.
First, determine the skill list used in your setting. I try to keep the number at 18 skills, just like the default list in Fate Core, although I may rename, combine, and expand individual skills. I focus on the number 18 because 54, the number of cards in a standard Poker deck (including Jokers), evenly divides into 3 groups of 18. Using this fact, you can then take a cheap playing card deck and write one skill each on one card with a marker (or construct a virtual deck on the computer using MS Excel… that’s what I do). Repeating this twice more gives you 54 cards featuring three instances of each skill.
Next, determine the power level of your PCs. For the example below, I am using a “gritty noir” level where PCs get 15 skill points distributed among 8 skills. Supporting NPCs are considered (here at least) slightly less powerful than the PCs, so they start with 12 skill points, distributed among 6 skills. This gives the NPCs two skill columns rather than a skill pyramid.
Start generating an NPC by shuffling the deck and then drawing six cards. The eldest two (unique) cards indicate the two apex skills at +3, the next two cards the +2 skills, etc. Duplicates of a particular skill indicate a stunt involving that skill and generate additional draws until six unique cards are drawn. This method can obviously be stopped here and used as a super-quick random generation process.
The full life-path process uses this initial card draw to indicate the NPC’s “aspirational state” at the beginning of the life-path process, i.e. what they expected to be based on their origin, environment, social-standing etc. Note the scores and let the character’s early life background start to form in your head. For example, let’s say in a sci-fi setting you draw a +3 Piloting and +3 Contacts for the initial draw. Perhaps this NPC’s parent was a high-ranking officer in a space fleet, and the expectation is the NPC will attend the star academy and one day command her own ship. Life has other plans though…
Begin the life-path process by placing all six drawn cards in the same row. All skills are all now considered +1. Begin drawing from the deck discarding, face-up as a record, any card that features a new skill not among the initial six. Drawing a duplicate of one of the original six skills elevates that skill to a +2 and pauses the process temporarily. Looking at the discard pile, use the skills listed to come up with a quick narrative regarding some challenge the NPC had to face, and how using the relevant skill (the one just raised to +2) helped overcome the challenge (or not).
Continue the process, drawing and discarding until another skill is raised to +2 (or that first skill is raised to +3), making sure these subsequent discard piles remain separate as their own story records.
Once the NPC reaches a total of 9 skill points, again pause the process and review their story so far. You should have enough to form their High Concept Aspect, at least a rough draft.
Continue the process until reaching two columns of three skills each, one +3, +2, and +1 skill per column. Once the final card draw is complete, you should have enough story fragments contained in the discard piles to refine the High Concept and also decide the NPC’s Trouble Aspect.
Note that once you have the +3 and +2 skills assigned, the NPC cannot elevate the other skills any higher, resulting in duplicate draws of those skills being discarded. This is fine, as that indicates Stunts using those skills (I turn these cards sideways in the discard pile to remind myself).
Since this method generates new NPCs quickly, I’ll make 5-6 at a time and then create a “virtual seating order” with each NPC then interacting with the NPC to their immediate left in the seating order. Looking at each character’s High Concept and Trouble, plus the Setting Issues and Places, I can generally come up with a good relational Aspect between the two. This constitutes the NPC’s first adventure, Phase One of the Phase Trio (possibly the coolest concept from Fate Core).
That’s as far as I’ve gotten with the process for solo world-building. Going through the life-path process does really help give the characters some motivation.
I envision using this method with actual players. My idea would be to pre-generate, as above, two NPCs for every PC. Then, during Phase One of PC generation, I’d have each player randomly draw an NPC’s character sheet and include that NPC in the PC’s first adventure. Phase Two of PC generation would be “by-the-book”, with players swapping just between themselves to establish the PC-to-PC connections. Phase Three would then feature a random exchange of all character sheets, PC and NPC, making some PCs more connected to the PC group, while others have stronger bonds to the game world.