[TML] The Perfect Character Design
Tom B
kaladorn at gmail.com
Thu Apr 10 15:57:23 MDT 2008
I'll take two points of view, my own and the pragmatic:
My own:
I think life often inflicts on us things we don't expect. From these,
we are forced to adapt. This leads us in unexpected directions that
are often, in the long run, good things. So, what does this have to do
with our question? I think a certain amount of your lifepath is
choice, a certain amount is forced upon you by circumstance
(economics, contractual commitments, duty, obligation, need, etc). A
good generation system would capture a bit of both. This is why I
liked CT's advanced prior careers (Merc, High Gaurd, Scouts, etc) but
I liked MTs version better because Brownie Points let you smooth over
some of the worst bumps and added post-secondary education options
that were better thought out (although not getting any skills from
college is still hilarious).
I'm also a fan of 'here's the random soup genetics gave you (much like
real life), now go make something good with it'. Until genetic eng
gets a bit further along, tailored babies are out. So we get what
genes give us and don't have any choice. That's a lot like the dice
rolling falling where it may and giving us the starting point. I
always thought the biggest heros weren't those with straight Fs for
characteristics, but the ones with 6s and 7s trying to get a job done
that would normally require an A+. The challenge for mediocre
characteristics (dare I say it, average folk) is greater and
consequently their victories larger and more meaningful in the long
run. Everyone expects super characters to survive and win and the
challenge is less for them so they don't really gain as much from the
experience (nor, generally, does the player IMO).
The practical:
Chargen can't be entirely random and you can't entirely let the chips
fall where they may. To put it in a fantasy setting: Some players just
can't play a Cleric or Wizard to save their lives. Fighter or Rogue is
all they can manage. You may have players like that who can only
manage a Merc character. So trying to force them to play a Diplomat is
pointless. Also, the group may need an Engineer. If you generate a
grav-ball player, he may be a good character, but won't fill the
niche. So, some amount of manual intervention (often in the forms of
recognizing a character that won't fit) is required.
But I personally really, really hate build-it-complete characters and
point buy systems with an absolute passion. It's so artificial it
makes my teeth ache.
On Sun, Dec 2, 2007 at 10:37 AM, Knapp <magick.crow at gmail.com> wrote:
> So, I am at the point that I need to design a character generation system.
> What do you feel are the most important points?
> What stats could you not live without?
> Remember that this could be an alien too!
> What do you need to know of the description?
> What is the best system for making it?
> What do you love and hate about the current systems? What system is
> best for you?
>
> I was thinking about those pick your own path stories that came out in
> the late 80s. Maybe you could start with picking your parents and then
> choose an adventure that made what your character becomes.
> It seems to me that the worst way is random and the best is with the
> player taking what he needs but given a budget to work from. Also a
> story and an attachment should develop between the player and his
> character.
>
> Douglas
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--
"Now, I go to spread happiness to the rest of the station. It is a
terrible responsibility but I have learned to live with it."
Londo, A Voice in the Wilderness, Part I
"To argue with a person who has renounced the use of reason is like
administering medicine to the dead." -- Thomas Paine
Thomas Paine
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