Character Develop-In-Play and Develop-Before-Play
Story Advantages
Character play should involve more than just your character as this campaign is not intended as a group of solo adventures. Characters who give and take with other characters are more dramatically interesting and 'sticky'.
'Sticky P Cs' have impact and influence on play of other characters. This is especially fun between Player Characters. The GM favors play between P Cs over play between PC and NP Cs? though both will happen all the time.
Before game start, based on PC blurbs, each Player will choose another PC that may connect in 'sticky' fashion to their character story. These connections will become Advantages planned by Players before actual play. They may or may not be known to P Cs. Players must help realize these advantages in play.
Example: For our scenario of memory loss, you may imagine that these moments will reveal through sudden flashbacks and hints. What is my strange attraction to X? Am I always nervous when Y smiles at me? How is it that I feel hate for Z?
Suggested 'sticky' connections:
Lightside: Envy and Confidence and Respect
Darkside: Fear and Passion and Hate
A Player should choose two of above and designate P Cs that have this dynamic with
their character. You may want to note more information about the connection on your
PC sheet and share this with the GM. Both choices could be with the same PC.
Envy and Confidence give advantage to the designate PC and enhance the PC for interactions with all P Cs. The Player group will loosely validate the Advantage. Lightside Advantage is respect (of many kinds) that binds the group closer.
Fear and Passion give advantage to the designate PC and enhance the connection with that single PC. Only the two P Cs involved need validate the Advantage. Darkside Advantage is vulnerability (of many kinds) that divides the group.
Players should note Advantage assigned to your PC by another Player. Players will discuss beforehand and/or develop-in-play how the Advantage typically is realized.
Examples:
- PC Anakin
- Envy (Obi Wan)
- Passion (Padme)
- PC Padme
- Confidence (Obi Wan)
- Fear (Darth Sidious)
- PC Dooku
- Fear (Anakin)
- Fear (Darth Sidious)
In the example group of P Cs, Obi Wan will have Respect 2 as an Advantage. Even P Cs who do not have designated connections with Obi Wan should understand he is Respected by the group. In a play scene, Dooku may somehow acknowledge Obi Wan is Respected even though he does not have that connection specific to Obi Wan.
In the example group, neither Anakin nor Obi Wan need acknowledge Padme's fear of Sidious. In play, Sidious may realize he has Advantage over Padme. In a scene with Dooku and Padme, Sidious may have still greater Advantage. Anakin will have Advantage over Dooku that Obi Wan does not.
Note it is possible for Dooku to beat Anakin in conflicts even though he is vulnerable to Anakin. Advantage influences Attribute conflict in play style or in close conflicts. Ties will fall in favor of Advantage.

