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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protagonists: A Dynamic Balance</title>
<link rel="stylesheet" href="book-page.css" />
</head>
<header class="metadata">
<span>Chapter Context</span>
<div><strong>Protagonists</strong></div>
<span>Page 97 / 33</span>
</header>
<h1>A Dynamic Balance</h1>
<p>
The various elements described in the previous page lead to a single,
pivotal idea: balance. By this we dont mean a static or artificial balance,
a combination of order, immobility, and predictability, but rather the
constantly shifting balance of nature, made of mistakes, joy, pain, regrets,
and events both large and small, forming an interconnected network so vast
that nobody can truly glimpse all its nuances. Being a natural fantasy hero
means becoming an active and aware part of this cycle, protecting it from
those who want to control or interrupt it out of fear.
</p>
<h2>Friends and Family</h2>
<p>
In many campaigns of Fabula Ultima, the protagonists friends and families
fade into the background or arent even mentioned unless they are key
characters in the setting or, as is so very often the case, potential
Villains. During a natural fantasy game, however, its a good idea to break
away from this habit:
</p>
<ul>
<li>
<strong>Recurring NPCs.</strong> This option is ideal for campaigns that
take place in a relatively small region: some NPCs might be childhood
friends, relatives, or mentors to the protagonists. We should also see
their evolution over the course of the story, without necessarily turning
them into allies or antagonists.
</li>
<li>
<strong>Bonds within the group.</strong> If the majority of the PCs come
from the same community, its an excellent idea to represent their
relationship using the <em>Starting Bonds</em> optional rule (see Core
Rulebook, page 220). We recommend that you use negative as well as
positive Bonds, to create more opportunities for character growth.
</li>
</ul>
<p>
You can also establish that two or more Player Characters come from the same
family, but if you do, make sure this relationship doesnt mirror real life
too closely and that it doesnt create discomfort at the table.
</p>
<h2>Sample Natural Fantasy Characters</h2>
<p>
The following pages provide profiles for ten Player Characters designed for
natural fantasy contexts. In contrast to the new Classic Characters (see
page 134), these examples focus on the thematic construction of the heroes
and provide some tips on how to grow these characters and their role in the
story.
</p>
<p>
All characters in the following pages use the optional rules for Quirks (see
page 120) and some have Custom Weapons (see page 112).
</p>
</html>
<!doctype html><html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Protagonists: A Dynamic Balance</title> <link rel="stylesheet" href="book-page.css" /> </head> <header class="metadata"> <span>Chapter Context</span> <div><strong>Protagonists</strong></div> <span>Page 97 / 33</span> </header> <h1>A Dynamic Balance</h1> <p> The various elements described in the previous page lead to a single, pivotal idea: balance. By this we dont mean a static or artificial balance, a combination of order, immobility, and predictability, but rather the constantly shifting balance of nature, made of mistakes, joy, pain, regrets, and events both large and small, forming an interconnected network so vast that nobody can truly glimpse all its nuances. Being a natural fantasy hero means becoming an active and aware part of this cycle, protecting it from those who want to control or interrupt it out of fear. </p> <h2>Friends and Family</h2> <p> In many campaigns of Fabula Ultima, the protagonists friends and families fade into the background or arent even mentioned unless they are key characters in the setting or, as is so very often the case, potential Villains. During a natural fantasy game, however, its a good idea to break away from this habit: </p> <ul> <li> <strong>Recurring NPCs.</strong> This option is ideal for campaigns that take place in a relatively small region: some NPCs might be childhood friends, relatives, or mentors to the protagonists. We should also see their evolution over the course of the story, without necessarily turning them into allies or antagonists. </li> <li> <strong>Bonds within the group.</strong> If the majority of the PCs come from the same community, its an excellent idea to represent their relationship using the <em>Starting Bonds</em> optional rule (see Core Rulebook, <a href="/books/natural-fantasy-atlas/#page-220">page 220</a>). We recommend that you use negative as well as positive Bonds, to create more opportunities for character growth. </li> </ul> <p> You can also establish that two or more Player Characters come from the same family, but if you do, make sure this relationship doesnt mirror real life too closely and that it doesnt create discomfort at the table. </p> <h2>Sample Natural Fantasy Characters</h2> <p> The following pages provide profiles for ten Player Characters designed for natural fantasy contexts. In contrast to the new Classic Characters (see <a href="/books/natural-fantasy-atlas/#page-134">page 134</a>), these examples focus on the thematic construction of the heroes and provide some tips on how to grow these characters and their role in the story. </p> <p> All characters in the following pages use the optional rules for Quirks (see <a href="/books/natural-fantasy-atlas/#page-120">page 120</a>) and some have Custom Weapons (see <a href="/books/natural-fantasy-atlas/#page-112">page 112</a>). </p></html>