Family Ties

*Darkrob
Posts: 1097
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Darkrob »


The whole concept is as a 'non-group' group. You build a character like you would normally do except this time you would base it off a shared history with several others. If you're good, you might want the Parents to live a long life. If you're evil, you might want to get them out of the way. If you're this, or that or something else, you introduce it into the group and RP it as you see fit.

There is no 'End Game' right out of the gate. It's a character you'd build and play like any others who simply has a connection through blood to several others who you may or may not get along with. The actions of others can reflect poorly upon you (as is the way of family) and the idea is to simply be part of that cycle whether your character wants to be or not. If you want to sit around the market all day and socialize... your choice. If you want to power build and 'be that guy'... your choice. If you want to do anything a normal character would otherwise do... your choice.

It's not like the 'concept' is going to guide or affect your characters daily. It's that it's set up so that it 'can' effect your character even if you don't want it to. It's just a new character to play who comes included with baggage.

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