I ran into an interesting phenomenon when running my bi-weekly Infinity: The Roleplaying Game. The game itself was a kickstarter and is currently shipping (check out the quickstart), though that’s not what this post is about.
By default, in the Infinity RPG, characters come from very different backgrounds, from the hyper-capitalist hyperpower PanOceania or the Neo-Anarchist megaships of the Nomad Nation to the rugged backwater nations of Ariadne or the cloning vats of Aleph, humanity’s sole AI. However, as per the standard design of the game, the characters will be working together in a supra-national team, usually dealing with crises that threaten the stability of humanity as a whole. This of course results in wildly different personalities and loyalties, something the game loves to play with. You see, there’s a layer placed on top of the normal special operations, diplomatic wrangling and rooting out alien infiltrators that the game usually deals with.
Every character has a handler (or more) that represents the interests of the nation state they ostensibly are loyal to. These handlers will provide side-missions to the character and that character alone. And that is where it gets interesting.
This week, i’m trying something different. I’ll be doing a writeup of a class variant for my own D&D 5e game. One of the characters is (was) a member of an exclusive sect so it seems only fitting that they’d get a unique class variant.
And as an added bonus, I get to use these sweet powers for my adversaries, her former sisters in arms, when they inevitably come for her.
A bit of backstory on these ladies (and rarely men). The Hands of Tenzin are a group of spellcasters who serve the king of Aracea. They are responsible for keeping the magical energies of the world in check and as representatives of the god Tenzin, are expected to guide the seasons where neccesary.
Before you choose your system,
before you dream up your antagonist or end boss,
before there is even a mention of classes and sheets,
There is a talk you need to have with your players.
You may already have certain wants and interests for a possible campaign.
But to have an interesting and engaging game for your players, you will need to involve them in the creation of your world. Sit them down and spend some time on hearing them out. This can vary from group to group. From an hour to several sessions. If you can’t meet up in person, try and at least get a discord or skype call going. This will save you some trouble.