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Life Path character generation

Started by RPGObjects_chuck, March 02, 2007, 11:00:12 PM

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RPGObjects_chuck

Thoughts on this?

How do folks feel about the type of game where generating a character is almost a mini-game that takes the entire first session?

TonyLB

They're a lot of fun for goofing around with the rulebook on your own.  The mini-game can be a fun mini-game, and I am certainly not immune to the charms of working up a half-dozen characters that I'll never play.  Sometimes it's more what I'm in the mood for than Bejeweled.

But I do sort of object when the game expects me to spend a lot of time in the presence of my friends but not really with them, because we're all heads-down like we're at the SATs, trying to work our way through our individual characters.  That's just really not my idea of a fun social evening.

If I could somehow get the best of both worlds, I'd be all over that!
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RPGObjects_chuck

Right, I have reservations.

And for the record, I am tinkering with such a system right now.

On the one side, I think a system that lets you really know your character is useful, but Im thinking maybe I should back off from a full-blown lifepath.

TonyLB

You could do it like Lost, with the person's past getting filled in, life-path by life-path, in flashbacks.

Then you don't even have to have character advancement.  It turns out they were that cool the whole time, and the audience is only privy to it now :D
Superheroes with heart:  Capes!

David Johansen

A very common flaw is the 60 year old ubermensch syndrome that was common in Traveller.  Generally I feel you need an atrophy system of some sort built into your life path system.  Or at least automatic instead of random aging penalties.

Traveller is very nice in many ways, but without the risk of death in character generation there's really no reason not to reenlist.

My own Galaxies in Shadow has a life path system.  I finally settled on skill caps that can be exceeded with learning experiences instead of atrophy as it was just too much book keeping.  You can pretty much be an olympic athlete at 18 so as you get older all you can really do is broaden you skill set.
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Consonant Dude

Quote from: RPGObjects_chuckThoughts on this?

How do folks feel about the type of game where generating a character is almost a mini-game that takes the entire first session?

I used to be interested in the idea, than I hated it for a few years.

Now it's growing on me the last two years, although I haven't seen many games do it in a way that really connects with me. I think it's really cool, as long as you make sure there's a way to create interesting NPCs in a shorter amount of time. But for PCs? Yeah, this is great!
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Koltar

The only solution I've come up with for that kjind of thing is to have a one on one character creation hour or two with just myself/the GM and a player where we create the character and talk about character backstory. We usualy do this sometime in the week or two before the first game session.

That way we don't make the rest of the group wait while characters are being worked on.

 The old TRAVELLER character lifepath  thing was kind of fun, so was the similiar character creation mechanic in the old FASA StAr Trek RPG.

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Werekoala

I'll try to contain myself and give a constructive response to the question.

Yes.

YES....

YES!!!!

Oh, "YES!!!

Ahh, YES YES YES!

YESSSSS!!!!!!!
Umm.... yes....

Thank you.
Lan Astaslem


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balzacq

Quote from: David JohansenI finally settled on skill caps that can be exceeded with learning experiences instead of atrophy as it was just too much book keeping.  You can pretty much be an olympic athlete at 18 so as you get older all you can really do is broaden you skill set.
GURPS 4e has an optional rule for skill maintenance (it's labeled "harshly realistic") that militates against the 60-year-old übermensch. Basically, skills you don't use degrade -- you can't stay at Delta Force-level sniper skill (for instance) unless you constantly practice, and high enough skill levels require so much practice that you don't have time for much of anything else, like acquiring new skills or for that matter doing anything social.

More games should have rules like that.
-- Bryan Lovely

Werekoala

Quote from: balzacqGURPS 4e has an optional rule for skill maintenance (it's labeled "harshly realistic") that militates against the 60-year-old übermensch. Basically, skills you don't use degrade -- you can't stay at Delta Force-level sniper skill (for instance) unless you constantly practice, and high enough skill levels require so much practice that you don't have time for much of anything else, like acquiring new skills or for that matter doing anything social.

More games should have rules like that.

Actually, that's interesting. Back when I was tinkering with a game system of my own (and haven't we all) I was considering how to have a game where characters have extended - possibly indefinite - lifespans, based on genetic engineering. I had each century divided into blocks of about 25 years each, and as technology advanced, the characters had to spend points to learn "new" skills based on advancing tech, AND they had to spend points to maintain their OLD skills or they'd eventually forget them. Some of the examples I gave involved a PC that lived in an era of fusion technology but who spent the points to keep their auto mechanic skills sharp so they could maintain their really REALLY valuable 1990 Mustang. Or another - to be able to use and program computers from an era of C++ when the "modern" systems used direct mind-link. If you didn't spend the points to maintain those skills, you'd have negatives for each 25 year block that seperated your current time from the time the skill was cutting-edge, until you essentially forgot it.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

GRIM

Ever use the Central Casting books?

Those were pretty good, primarily for lifepath but tables in it were great for coming up with city streets and all sorts.
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RPGObjects_chuck

Quote from: GRIMEver use the Central Casting books?

Those were pretty good, primarily for lifepath but tables in it were great for coming up with city streets and all sorts.

I have, those books rock.

Initially I had a system where you received a certain number of life experiences, rolled randomly (not the experiences, how many you had) and I think that will probably be what I go for.

For a time I was playing around with a system where you just picked what you wanted and each took a certain number of years, with age penalties to all stats (not just physical) as you got older.

I think that might be a little much though.

JongWK

An entire session generating characters? I've done that for Warhammer, and the party enjoyed it so much that they were asking other gamers at the pub to join us. :p
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


RPGObjects_chuck

I can see it possibly being interesting. I dunno. I am mostly doing this non-d20 game as a mental exercise in between the gigs I count on to pay rent ;)

So work is sporadic at best, since the chances I crack open a doc and do some writing for fun after a day of writing for pay are slim and none ;)

Mostly it gets worked on when I have writer's block for something. But of course, once you get going writing ANYTHING, the gate's open (for me anyway) so then I can go back to working on what I should be working on.

Chuck

GRIM

Quote from: RPGObjects_chuckI have, those books rock.

For a time I was playing around with a system where you just picked what you wanted and each took a certain number of years, with age penalties to all stats (not just physical) as you got older.

I think that might be a little much though.

I've been toying with the idea of putting something similar out, just a little less whacky.
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