Part I: Discovering Character
Part II: Conventions
Part III: Born Tabula Rasa
Character Creation Summary
rules presented from here on out are directed towards the average
player; not the GM. This means you. I'll be taking you step
by step though the process of working with your GM and fellow players
in order to begin a campaign, create a character, and handle the
various mechanical situations that arise in any game of PERSONA.
Generally speaking then, the sections are organized "chronologically."
Along the way you'll see various boxes in the margins labeled as, "Mike Says...." I am not Mike. Mike is one of the guys responsible for PERSONA in its original form and he has a few comments on my work. To be honest, sometimes he flat out disagrees with me. Mike will be offering up pragmatic advice and words of wisdom to anyone who wishes to look. When you see one of these boxes you can be sure that the information contained within it is tried and trueand playtested extensively. So if the official PERSONA rules begin to sound theoretical, just look for Mike and he'll give you the lowdown.
You'll also find three switches scattered among the text. You could think of them as optional rules, but they're really rule choices. Each switch has two settings: on and off. Also listed with the switch is a note demarcating the default setting for the switch. If you don't feel like making any choices about the rules then simply use the default settings.
Why are the switches included in the first place? Number one and three, when set to their defaults, distribute some of the narrative control to the players. The idea here is to allow you the freedom to decide which Fragments are important to your character and when those Fragments become important. Switch number two forces you to make all of your Fragment purchases out in the open and in a game-related context. However, in order to give you narrative freedom we also had to impose certain limits. Thus, if you don't like the limits, you can flip the switch and play another way.
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