This comment about Matt Wilson's character prompted me to ask this.
So, first session ended and none of the PC's had met or even came close to influencing each other. Everyone decided not to go through with picking a character who knows theirs better or worse. Afterward, I gathered from the text that each player
has to pick, no excuses.
Any thoughts on how to sell this to the players? Apart from saying "it's the rules". I guess I'm looking for a way to fictionally justify demanding improving or degrading Hx.
How about saying they heard stories of the other character's actions, perhaps during the break between sessions? Or they remembered or forgot stuff about them? Or they put two and two together, you know they came across something that made them suddenly go "*snap* that's what's driving that mofo"?
Actually, they're not half bad. I might give them a shot. :P