In short, more PC/NPC options generally means more creation time. -It's a give take thing.
As a player, I like a system that enables me to play the kind of character I want. As a GM, I like a system that enables me to make unique NPCs, but to churn them out pretty quickly.
What kind of time frames are you willing to give for the creation of each, assuming you are not learning the game at the same time?
For PCs, as Lincoln said when asked how long a man's legs should be: "Long enough to reach the ground."
For NPCs, faaast!
-clash
I'm willing to put an hour into creating a spotlight character—my PC that i expect to survive at least a few sessions, or a major NPC. I prefer more like 20 minutes. I'm willing to spend a session building a whole group. That includes give and take on who brings what to the party and working up the shared history.
For cannon fodder PCs (sometimes those games are fun) not more than 10 minutes.
For minor NPCs i like a modular system that lets me build as little of the NPC as necessary but allows those NPCs to be easily developed if they survive more than 5 minutes in the PCs presence. Systems which describe minor NPCs mechanically differently than PCs and major NPCs annoy me because any NPC that rises above his station needs to be recreated from scratch. Let me build the NPCs in stages of less than a minute each stage.
For me it needs to be fast and easy. A full session to create characters? Bloated three-page character sheet? Not my kind of game.
I've always had the best experiences where I can, on the spot and in the space of a few seconds, decide how good an NPC should be at task X and resolve that right away.
*dons asbestos riot gear*
This was one of the thinks I liked about the OWoD system. If my players decided that they weren't going to take any guff from the bouncer I could think to myself "Okay, this guy has 2 dex, probably 3 brawl, and a 4 strength", at which point I could jot that down on a piece of paper and moderate the (probably quite short) combat.
I think the systems that lack a structured class-based building system are the best for that kind of improv. While crunchy options are great for building characters, the more options, the more prep time is required.
Classes can be a mixed bag. The OD&D model where you had one and only one class ever (except fighters who turned avenger/knight/whatever and clerics who are druids) allowed you to say "Okay. 11th level fighter. Sword and platemail +1. Have at it" and figure out what's necessary for combat in a small amount of time. On the other end of the spectrum, you have 3.5 (especially with the later splatbooks) where you have to figure out not just class levels but feat selections, skill selections, multiclass or prestige class selections, and which magic items a level-appropriate character would have found under the the christmas tree. The very things that made a character wonderfully customizable for players made game prep harder for the GM (thank goodness for the MM)
Not very long in either case, but that's just my preference.
Hey, did you ever come out with a Wayfarers screen? You should announce that kind of stuff here.
These days I like to put about 30 minutes, at most, into creating a new player character. NPC's just get the most relevant stats statted, unless of course, something unexpected happens during gameplay.
A couple of minutes tops for NPCs. PCs can take all night if it's fun. If it's not fun then it better be over fast.
Ten minutes, same system for player or non-.
PCs? Fast (max 30 minutes - preferably 15).
NPCs? Very Fast (max 15 minutes - preferably 5).
I allow double time if its a new & complex system.
Quote from: Spinachcat;338300PCs? Fast (max 30 minutes - preferably 15).
NPCs? Very Fast (max 15 minutes - preferably 5).
I allow double time if its a new & complex system.
Pretty much this, though for NPCs I'd say max 10 minutes - preferably 5.
Five minutes, PC and NPC alike.
Personally, I can stand about 30-40 min for a PC, depending on how indecisive I am, and 5-10 min for a minor NPC, 10-15 for a major one.
Quote from: FASERIP;338288Not very long in either case, but that's just my preference.
Hey, did you ever come out with a Wayfarers screen? You should announce that kind of stuff here.
Ha, yeah. I probably should. I'll do it proper in the ADs forum. Here you go (http://www.therpgsite.com/showthread.php?p=338459#post338459).
I do ask for a Wayfarers-based reason, actually. I am working on ways to get NPC generation times down. I am probably the fastest Wayfarers NPC generator there is, but I made the game. We made an effort to address it, but I think we can do better. I believe it's an obstacle to new Wayfarers GMs, -one I am working on chiseling down.
BTW, thanks for the replies.
I've probably played and gmed more Palladium than anything... maybe even more than dungeons and dragons. One of the big problems with palladium is how long it takes to make a character, especially in Ninjas and Superspies, Nightbane, or Heroes Unlimited.
For those games, when making an NPC, I would select powers and a level... so like "Sonic Flight, Super Strength, Hand to Hand Expert, Level 5." Then I would arbitarely select a bonus for the character from +4 to +25 depending on how good I think he should be. Usually player characters have a +12, give or take, in most important combat skills, excluding firearms. I'd also pick a skill percentage for performing all known tasks, usually 50% + 5% per level. That's it.
It's a strong reaction to how long it takes to right up a real Palladium character, but it worked well.
For me, 15 minutes per player character is about ideal. Anything more than that and the level of entertainment steadily decreases. The exception are those games that have truly entertaining character generation; WFRP and Amber being two good cases in point.
RPGpundit
I prefer being able to create characters in only a few minutes, with the option of putting more detail into specific characters, and thus increasing character creation time. So....five minutes for most characters, but maybe an hour or two for special ones.
If you include background and all, I'm willing to spend many hours fleshing out a good PC. However, I insist on distilling all of that down to a character sheet and one page of background notes, and maybe one more page listing significant NPC's in the character's life.
If it has a lifepath system, I am willing that we should spend a whole session on it - you're really developing your character.
If not, just get it done ASAP, we haven't got all night. I am not interested in players going through a shopping list of traits and then desperately trying to come up with some vaguely plausible story to justify their munchkinist choices. "Why is Beserk a Disadvantage? Whatever, I'll take it."
Assuming the system is known and people don't dither over options, 30 mins max for a PC. The system shouldn't require a computer program to get a decent "build." :) If the system is brand new to folks, 1 hour. So with friction you should be able to get a party together within 2 hours for the focused but uninitiated players and still have time for a quick toast before adventuring.
That all said, I've seen people dither over 3D6 in order systems taking an hour to decide between a staff or darts. I'd certainly avoid to many conditional and preconditional options, as players may fret that if they don't really think things out they will end up down a path that locks them in or excludes them from something else.
Simple no-name NPCs, the speed I can write a sentence, 5 min. max. More complex NPCs 15-20 min. max. Since I assume the system will let me build a lot with out serious min-maxing or conditional and preconditional items.
In our JAGS game we do have a pretty decent computer program to help build characters. With it, it will usually take 15 minutes to stat out a basic guy. However, we still usually do all the character building stuff before hand over email, so that we can take the time to work up backgrounds, and get them all over to the GM before the first session.
That way we can just start playing.
We kicked off a PBEM Amber game 3 months ago and 1/2 the characters still aren't complete so that might be too long :)
I wrote a game one with 3 Charagen options. Fast Medium Slow.
The aim was to produce characters from each system that were comparable.
All characters rolled stats 4d6 highest 3 arrange across 7 stats.
Then the fast system you point bought skills. Everyone had set skill points and (you could opt to put points against stats which required a roll to increase - roll 2d10 over a stat to incease it by one)
Equipment could be bought off lists but you could buy equipment bundles which I had on printed lists.
You rolled 2 life events random
Charget 15 minutes.
In the medium system you just added careers this gave you some free skills but skills outside a career were more expensive and you got less skill points than in option 1.
Careers had their own life events. 2 random rolls.
Equip the same.
Time 30 mins
In the full system there was a "traveller" lifepath system with events in each year that were similar to the randowm ones you could roll. You tracked money and all sorts across lifepaths. You got skills each year etc .
Time 1-4 hours
In general the system worked in that characters from the 3 systems were compatible.
Easy build Pcs had less stuff and less detail (obviously). Lifepath Pcs tended to be older I tried to fix this with some adolescent lifepath stuff. AS a result of the system aiming to get lifepath PCs out of char gen at 32-35 and a number of them doing more years they tended to be older than the other guys and have a few more skills although the skill system was built on a curve (10% per point up to 50% then 5% up to 80% then 2% up to 90% then 1%) so Lifepath PCs tended to have lots of skills in the 30-50 range which didn't get a lot of play but moreorless the same top end skills
In any case most players opted to use the full method and we had whole 1:1 sessions to build characters. I ran games with this system for about 10 years and in that time probably created 40 PCs and I would say 30 used the full system 5 the medium and 5 the fast. (obviously some of the players were the same in these cases)
BTW, what are people playing currently, and how much time did it take to make that character? Or is this a GM-fest?
I am playing in a Spirit of the Century game and WoD's Scion.
I find SotC has a very stressfull character generation system. The game kind of assumes you know exactly the sort of character you want to play.
In Scion we are using pregens which is just as well because it looks like a lot of work.
Quote from: jimmyswill;338788BTW, what are people playing currently, and how much time did it take to make that character? Or is this a GM-fest?
In my JAGS game that just broke up (long painful story), the character took about an hour to build using some software tools.
The background and personality and stuff took .. longer.
30 minutes tops, it doesn't matter if it's a PC or an important NPC. Usually it will take longer because my crew loves to argue about their PCs and how they got together or whatever, but the mechanical part must be done under half an hour.
I ran a con game last Saturday and the six players were able to generate their PCs in the first 20 minutes.
That included the game introduction and the setting intro also.
Doesn't this all depend on how long you plan to be playing for, and how common PC death is in your game?
Quote from: Jeffrey Straszheim;338980Doesn't this all depend on how long you plan to be playing for, and how common PC death is in your game?
I don't think so, but maybe. Can you talk more about that?
I've spent all night rolling up a character I know I will never play. Does your idea encompass this -- character creation that is fun in isolation from the game it's for?
Quote from: Halfjack;338981I don't think so, but maybe. Can you talk more about that?
I've spent all night rolling up a character I know I will never play. Does your idea encompass this -- character creation that is fun in isolation from the game it's for?
Well, I guess if that is your thing :)
However, if I'm playing a game where I expect to run the same character for months, it seems worth putting a few hours of work into her. On the other hand, if she is unlikely to survive past level 1, then 15 minutes is more like it. Also, if it is a one-shot game, I'd like to get the character done quickly.
It is just a matter of the efficient use of time.
YMMV
The question is what can the character that took a few hours to create do that the character that took 15 minutes cannot?
Okay, I am sort of kidding here, but the truth is I've played a lot of games in which the character sheets had pages of stats, and very little of actually comes up in play. A similarly the things that made my characters memorable were rarely found on the character sheet.
But then that;s me. I little light, fast paying rules. I'm not one for detailed simulation.
Quote from: Soylent Green;338997The question is what can the character that took a few hours to create do that the character that took 15 minutes cannot?
Okay, I am sort of kidding here, but the truth is I've played a lot of games in which the character sheets had pages of stats, and very little of actually comes up in play. A similarly the things that made my characters memorable were rarely found on the character sheet.
But then that;s me. I little light, fast paying rules. I'm not one for detailed simulation.
I'm including background and stuff in that time. I think that will definitely payoff in a long game.
I don't really have an upper limit, but the less time spent the better. That said, whereas I might be willing to spend the time to make a character for M&M, GURPS or HERO, I sure as hell wouldn't GM any of them.
The motivations are different when a GM or player creates a character. As A GM I'm not invested in the characters I create, so what works for me are systems where you can create characters quickly esp during the game !
Regards,
David R
Yup. The ability to quickly whip up a character is invaluable to me when I GM. I don't think I could run a game where I couldn't do this.