Questionairre

Questions (Now with improved readability!)

  1. Does the Game Master need our group to be something in particular for his/her plot?
    1. We need to like each other. Or at least not kill each other.
  1. In brief, what will our group be when the game starts?
    1. Factotum, Artificer, Wizard, ????
  1. When and how did the characters first meet?
    1. Good question.
  1. Are the character located in the same place or willing to travel to a common meeting place? If not, how will the characters be brought together for the game?
    1. Thank god yes. They’re already a part of the crew. But why? and How?
    2. Edit: Wait, we’re part of a crew now? Uh, hm, I suppose I could have been recruited into one. Won’t be hard to make up that backstory. I just need to know if this is really expected or not.
  1. What major events have they shared in their past?
  1. On a personal level, what keeps the characters together?
    1. Collective interest in (wealth, honor, good/evil deeds, the acquiring of power/more ships)
    2. Speaking for Jessica, she would be willing to travel with anyone who grants her access to: Lore regarding souls, Lore regarding immortality, opportunity to meet with powerful individuals who might be in dire straits.
  1. What goals are shared by all of the characters?
    1. To boldly go where no one… no.
  1. Is there enough moral agreement among the characters to keep them from abhorring each other?
    1. There better be.
    2. Jessica’s Lawful Evil. Just throwin’ that out there. But she is VERY tied up in a lot of obligations that make her quite a tolerable lady in many people’s eyes. Namely she cannot lie, cannot kill (directly), and cannot break a law. Having lived for 20 some odd years with these oaths, she is pretty adept at figuring out how to make them work for her, rather than against her.
  1. Is there any potential conflict between character personalities, goals, or ethics that could become so great the plot will fizzle out or players will be excluded?
    1. I hope not. Although I might have to punt Sofa’s pikachu at least once.
    2. Edit: I’ve decided that I should try and make Jessica a little more circumspect about her intentions and tone down potential overt control of party events, which is probably healthier. Still, though, I doubt she’ll willingly go along with any plot that prevents her from corrupting people or prevents her from gaining knowledge she wants.
  1. What plot elements are in the group’s history the Game Master can use in his/her plot?
    1. Let’s get this hashed out.
    2. So far I’ve got a few ideas:
      1. Jessica’s not exactly on “probation” after returning, but there are definitely Maji monitoring her to see if she’s still “one of us”. That could spark an interesting counter-spy intrigue plot, wherein Jessica and the party try to do some counter intelligence work that actually uncovers some dirt on the Ayus Maji (dirt that’s even worse than what Jessica’s got on her).
      2. Alternatively, we could just screw Maji altogether and go on some wild goose chase, looking for powerful artifacts and a pile of treasure. Don’t discount the simple ideas.
      3. Dark Moon of Madness on the outer rim of known space makes for a tantalizing plot hook, if I ever saw one. Definitely could get Jessica to come along for some investigation of that—either to get more power from the place or to get back at her captors there.

Questionairre

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