28.11.21

CraftWork Hacks!

With CraftWork out, there are a couple hacks I find helpful when using the procedural character generation sequence. What does a good hack need more than a hack!?!

Mustering Out
I often call a Character done after 5 or 6 levels, even if they aren't. They are full of possibility and personality at that point! There are dice sequences I could use to force this, but it seems unnecessary.

*Wizardry*
Wizards gain casts every level but they memorize spells from a spell book. I suggest waiting until the character rolling is done before filling out the spell book, and putting in 1D4 spells per level attained (eg a level 2 wizard would have 1D4 1st level spells and 1D4 2nd level spells.) I often add 1D4 spells of the next level, just because I want that NPC to be aspiring to something (and if they happen to *cough*cough* lose the spell book then it gives the finder some additional goodies.)

Practices & Circles
StageCraft and SeerCraft both have interior specializations. When a character returns to either one, do they stay with the one they started or do they switch to a new one? As someone who both likes both breath and depth, this can be a hard question! The way the book is set up, you just roll and the luck of the die will take you to new spaces or familiar ones. However, you could also use a different dynamic, say a 1D6 roll with 1 to 3 being stay, and 4 to 6 being switch. Sometimes I will roll straight up and then decide, as if I have been offered a position in the new specialty; what does the growing character want to do? Which feels more authentic to this little fictional person?

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