In the Tides of Change Campaign, the philosophy of the GM & Players is that everything we do revolves around the STORY and the fantastic CHARACTERS that drive it. The creators of the Cypher System have done an outstanding job of creating a system that allows the GM and Players to let their creativity run wild. It is therefore our job to take our characters and create a story worthy of this work. Investment and ownership of our characters is the first step to doing this. The ultimate goal of each Player is to 'understand' the character they are controlling so well, that no matter what situation or moral dilemma they are faced with, the Player knows with little doubt what his character would do in that situation.
In our campaign, we do this primarily by not just having a 'Session Zero' per se; but having extensive conversations between the GM and the individual Players before even creating a final character. It begins with concept, personality type, theme, background ideas, and stirring questions related to motivations, strengths, and notable quirks or deficiencies of the characters themselves. During character creation, Players were encouraged to divorce themselves from "the numbers", and focus more on using the rules of character creation to make the person they saw in their mind. The results are obvious.
Storytelling is the last but perhaps most vital component to the entire recipe. Players are given more leeway and say when it comes to affecting the narrative than most GM's would likely be comfortable with. This can be done because of the type of Players we have in our campaign and the level of trust between the Lead Storyteller (the GM) and the other Storytellers (the Players). This will consequently come out in sessions themselves as evidenced by reading The Recaps section of the website. The bottom line is that this is a story about five unique individuals that have found enough common ground to work together toward something larger than themselves. Along the way, they are faced with all manner of fascinating discoveries, dilemmas, and opportunities for growth as it relates to who they are destined to be both individually and as an unbreakable team.
Five damaged people with very specialized skillsets whose lives and fates have become intertwined to the point of being nearly inseparable. Commissioned by the influential and extremely powerful Lord Tygan LeCroix of the illustrious Strangelight Museum of Garravia, these five companions use their considerably unique talents and abilities to procure numenera and artifacts from some of the most hard-to-reach places on New Eden and beyond. These truly amazing individuals are each one part Explorer, one part Cypher Hunter, and one part Rogue Trader.
Our companions are all connected to each other in one way or another through Bonds. Each character feels they owe another a great debt for which they are forever grateful. This has led to a loyalty and even protective feeling toward that character. These bonds are cyclical, and literally form a circle of friendship that keeps the group bound together and extremely loyal to one another.