"There are two ways to start a story. Either the hero is at the top and the story starts just before he falls, or the story starts 5 minutes after he hits the bottom."
I've always liked that. For roleplaying games, I like the second option better than the first.
Or really any game. |
I like it for a number of reasons. For one thing, it gives the game an immediate driving goal. Usually that goal is "don't die". Anything is threatening. The players have nothing and are literally one kobold away from death.
The other day a friend of mine, well three actually, told me about how much fun they were having with Skyrim. Apparently, it starts with the character escaping from execution and then the game lets the player do...whatever they want. But, that's it. Moments after not dying, you have a world to explore.
Right now I am reading the John Carter books. Those books begin before John goes to Barsoom, but really, the story begins when he wakes up, naked, on an alien planet. The Chronicles of Narnia do the same thing. Others take away the hero's memory as well, like in the Bourne Identity or The Long Kiss Goodnight.
There are plenty of ways for characters to start with nothing in the game. I love using the amnesia thing. It's worked so well so many times I want to use it all the time. To date, I don't think I've ever used the "Trapped in Another World" thing. Maybe I should. I've done others, like having the heroes escape prison or whatever right from the bat.
Either way, I am fairly sure that, unless I get otherwise inspired, most of my games will have this conversation during character creation.
Player: "So how much gear can we buy?"
Me: "I wouldn't worry about that."