Supporting Character
Everyone who appears in a tale besides the main characters count as supporting characters. Since intelligence, creativity, and imagination dwell in places, and mobile creatures like human beings partake in them when they go to those places, the person playing the place takes on the roles of the supporting characters as they fall under the sway of the spirit of the place. Later, they may appear in other places, influenced by the unique intelligence and imagination found there.
When playing a supporting character, remember to acknowledge hens personhood, recognize relatable motivations, and let hen make hens own decisions. Take into consideration how this person has acted in other places and under other conditions. This shared experience will start to give the character a unique personality, and following what such a person would do will help you in letting the character make hens own decisions. But if nothing seems obvious to you, you can always roll the die.
- Yes or No: If you face a simple binary decision, assign one to even and the other to odd, and then roll.
- Probable Decisions: If you face a simple binary decision, but one seems more likely than the other, you can reflect that by using the die’s value. Something quite unlikely would only happen if you roll a 6, while something that might happen one time in three would happen on a 5 or a 6.
- Drive: If you don’t have a strong idea of what drives this character at the moment, roll and interpret it as referring to what drive we find hen acting upon at this moment. This doesn’t define hen, but it can tell you a little bit more about what hen has on hens mind at the moment.
Roll | Drive |
1-2 | Autonomy, independence, self-determination, freedom |
3-4 | Competence, mastery, ability, skill, knowledge, proficiency |
5-6 | Connection, community, kinship, intimacy, affection |