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| | Character Design Theory - HERO GAMES Discussion Boards (Site not responding. Last check: 2007-09-17) |
 | | One thing that has repeatedly clicked for me is, when building characters for a high-powered game, usually Amber (a game that has some assumptions that resonate strongly with me), I'll devote a lot of attention to what flunkies, house troops, special servants (high technicians), privileged henchmen and romantic and other personal interests they have. |
 | | No "spreadsheet characters," no munchkinisms, or as little as possible (because sometimes odd limitations and so on are the only way to build something reasonable), no malarky. |
 | | The ideal, as far as I'm concerned, is the official character cards that came with DC Heroes, where you had a picture of a character like the Flash on one side of a small postcard, and everything you needed to know for game play in large, clear print on the other side. |
| www.herogames.com /forums/showthread.php?t=31248 (3429 words) |
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