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Advice for a brand new player

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Fluke Fluke's picture
Advice for a brand new player
Many years ago, a group of people including myself started to play our first game of 3e D&D, I have loved fantasy since I was a small person and relished the idea of bringing my strange imagination to the table. Cut forward three(?) sessions later and it was all over, not really sure why, I guess everyone else was not quite into it as I was, plus being grown ups, probably real life got in the way. Cut forward to present time and I still want to play, and having recently picked up the EP books from the bundle of holding I am looking to get myself into some creative spaces again, and also try and break away from the min/max mentality that I get into whenever I read my D&D books. Now to my question, aside from reading through the source books, is there anything that I should really be aware of/prepare/do before I try and find myself a game, coming from the perspective of being an absolute beginner.
thebluespectre thebluespectre's picture
On building balanced characters
The funny thing about how character creation works in EP is that , not matter which chargen system you use (USE TRANSHUMAN'S SIMPLIFIED SYSTEM for your own comfort), you are actually [i]forced[/i] to create a rounded character. A good half of your skill points will be allocated to Knowledge skills, which are flavor text and sometimes a bonus on other rolls. These are open ended "field skills" that you get to name for yourself, so even two pre-gen characters with the fields skills initially left blank will be radically different people. Even the Motivations are a role-playing hook. You have Moxie points you can use to willpower through a bad roll and succeed- if you follow the Motivations you chose and act in-character, you get Moxie back. Don't use it to be disruptive, use it to be cool. And the final lynchpin for not min-maxing is the transhuman nature of your character. If your character travels often, you don't take your equipment with you. You don't even take your [i]body[/i] with you. Your "race" is meaningless, your armor and weapons and portable ramen dispenser are meaningless, and you can bet your currency won't be worth the same everywhere you go. An EP character is powerful because of what they know, not what they can do at the moment. That being said, I openly encourage you to try the game out. And use Transhuman's focused, not perplexing character generation that actually explains itself sufficiently.
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
thepedant thepedant's picture
Stretch the Concepts
I'm a big believer in generating some "useless min/max-wise but super-interesting" characters to see what your opportunities are. Go ahead, make:
  • a guy who was an insurance adjuster pre-Fall and then spent ten years re-instantiated as a miner on Mercury or Venus, and only now has a new body,
  • The MMO NPC AI that gained sentience (Emergent AGI Uplift, as per Transhuman) and now works as a DJ for a mesh-based "radio" station on Mars
  • A neo-Dolphin who, pre-fall, was a marine biologist, but post-Fall is in a Jenkin pod helping Scum design new and more interesting drugs.
Each of these characters will be fun to play if the adventure's designed right (that is, not all about unloading firearms and piloting vehicles). And by getting to know these slightly unusual characters, you'll probably have stretched your mind around what Eclipse Phase is about.
ORCACommander ORCACommander's picture
"The MMO NPC AI that gained
"The MMO NPC AI that gained sentience" Paging Mr. Kremlin King of Angels
Fluke Fluke's picture
All good stuff, and all what
All good stuff, and all what I was hoping to get out of a roleplay experience. As much as the idea of the kick down the door, jump through as a spinning dervish of death sounds fun, I would like more to explore more character based things, to solve things in different ways. I think I need to spend some time in chargen then (one of my favourite things anyways ) and see what mischief I can get up to. All good advice thou, thanks :)
Urthdigger Urthdigger's picture
One other thing that "helps"
One other thing that "helps" is it's not hard to have a few things you excel at. 60 is passable and easy to get in many things. Take it to 80, add a specialty, and use complementary skills and you'll only be failing on a 99. Pick one or two things to be good at. Then spend the rest on things that round out the character. My go-to character is primarily a doctor, with a functional 100 in two medical skills and 80 in stuff for psychotherapy. He's also a criminal who sells his services to folks who may not want to come out of a healing vat and into custody, and thus knows a few skills in guns, dodging, but most importantly how to run and hide and take paths others can't follow. All his skills that aren't his focus are more around 60, not really min-maxed, but they help tell who he while keeping an area where he's useful to the party.