Character Trees
Life on Athas is harsh, brutal, and oft-times short. The same can be said of death on Athas.
As such, players of SAGA beneath the Dark Sun can create Character Trees, a roster of
characters upon which they can draw should their active character fall ill, be
imprisoned, lost, or replace if dead. However, the character tree is more than a pool of
characters upon which to draw in the event of mishap; it is for use when different parts
of an adventure call for different skills and abilities, so that an experienced character
is not replaced with a wholly inexperienced one, whom is new and unfamiliar to the player
and the campaign world at large.
This makes character transition in the event of mishap much smoother and more believable
than the traditional method of replacing a well-known, oft-used character with an entirely
new and heretofore unknown one.
Each player should fully create between three to four characters, one of whom they will
choose to be the active character, the others who will be their inactive characters. These
characters may then be switched between, as the player wishes, with some restrictions as
necessitated by the story.
Characters on the tree should be somehow related to or known to one another; siblings of
the same mother, members of the same tribe, slaves from the same household or arena, or
perhaps preservers in the same branch of the Veiled Alliance. The player should invent
whatever circumstances they feel appropriate to connect the characters, including nothing
more than a passing acquaintance.
However, the inactive characters on a tree are not followers of the active character, nor
are they Narrator-played; the inactive characters will not come into contact with the
active one in the campaign world during the course of the adventure, they will not trade
items, money, or other possessions or even information.
The above can be superseded by the Narrator, if such actions would advance the plot and
contributes to the enjoyment of the game.
The option to do so should not be abused, however.
Also, characters on a character tree must have the same general Nature, their Natures
being no more than two values away from one another (according to the value of the cards
chosen their Natures). This is for the reason that all a player's characters will tend to
be working towards the same goals, and as such, will tend to work with others of like mind
more readily than those not.
Switching between characters on the tree is handled depending upon when the switch is
called for, either between quests, during a quest, or upon the death of the active
character.
If between quests, or upon the completion of a quest (as judged by the Narrator), the
switch is assumed to occur without any problems or delays.
If the switch occurs during a quest, then the request to switch may take many, many days
to complete, as the other character must be found and have time to journey to the place of
the active character (who will then depart or be left behind). As such, switching of this
sort cannot happen during dangerous or critical scenes of an adventure.
If the active character dies, then the switch is assumed to occur within one day, if such
is possible; other events may delay the arrival of the new character. A new character must
also be created to fill the empty spot on the character tree.
Regardless of which time a switch occurs during, a good story should be crafted as to the
why and how of the switch (if the situation demands such) for a coherent, enjoyable, and
believable story.
Finally, whenever the active character completes a quest (and adds one to his total number
of quests), the player should choose one of their inactive characters whom has a lower
total number of quests than the active character, and add one quest to their total as
well. The player may also draw a card from the Fate Deck and use the suit listed on it to
determine the nature of the reason or quest that allowed their inactive character increase
their quest total.
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