The biggest problem to this particular world is the Dragon Reborn himself (the role of which I'll take). More worldly, brilliant and cunning than Rand al'Thor, Soren al'Thor lacks the ethical constraints of his parallel counterpart and is morally ambiguous and very ambitious, mentally styling himself as an Artur Hawking (not very apparent to begin with but more so later) - in short, the world does not have a devoted champion against the Dark One; he could just as easily end up on the side of the Shadow as of the Light, or even just for himself. He does closely value his family, friends, companions, and comrades - and it is they who will have the greatest pull on him and thus where his life finally takes him, and ultimately deciding what happens to the world (in this sense, the Dragon Reborn is more of an instrument rather than the determining factor of the plot).Character Roles:
The following major roles come to mind at the moment, but not in concrete (and there may be more when I actually get down to this proper):
A Game of Multiple Pseudo-GMs - Domains:
- Ta'veren: 2, perhaps 3, of these. Female or male doesn't matter.
- Aes Sedai: Following canon, these are female only. Perhaps up to 3. There should be at least 1 full Aes Sedai, and the rest can be optionally Aes Sedai or Accepted. Generally following in Moiraine's footsteps to find the ta'veren in Two Rivers.
- Warders: Up to 3, depending on the number of Aes Sedai (as above), though I suppose an Aes Sedai of the Green Ajah could have more than one. I'll recommend them being men, but I won't say no to a female warder, though she will still be the exception rather than the norm in the world (please be kind enough to consult the Aes Sedai players to come up with an appropriate warder).
- Other Significant Characters: No more than 3. You should have a vision for what your character will eventually be (i.e. they should not remain small-fry).
Whilst I'll nominally GM the game, I'd greatly appreciate that others contribute to the story (that and a few time constraints on my part). Hence, my idea is to issue players various 'domains'. An example would be a player being issued with an (example) Domain called 'Andor' - in short that player decides exactly what goes on within the land of Andor, from peasant to nobility, where and what it's armies are doing, etc... Similarly, a player issued a domain called 'Trollocs' has absolute say over where Trollocs are found and what they are doing.
There are four restrictions to the power of domains. One
is by GM ruling (which should be a rare occurrence). Second
is by domain overlap - if something you want to do overlaps with the domain of another player, it can't happen (unless you consult and get an agreement). Using the previous example - the player with the domain Trollocs cannot simply have Trollocs within the realm of Andor, just as the player for Andor cannot say there are Trollocs in his/her realm, unless both players agree for this one time). Third
, is based on good sense, i.e. things just don't happen randomly. Using the Trollocs example; please have an idea why Trollocs suddenly ambush a party out of the blue, not just because
is that the player of the domain use it to advance/help the plot and not use it to deliberately kill player characters or foil their goals.