Topic: Character Creation

OK, so the system's dead-simple. There is no advancement. What's the appeal? What's the angle? Why should anyone give a crap?

The meat and interest of the game mechanically will be in the character creation.

It's a lifepath system.

You start with a 16 year old, randomly determine the character's starting situation, and get rolling.

I think of it as somewhere in the middle of Burning Wheel, Warhammer 1e, and Traveller, but involved to the point of being its own 10-15min solo mini-game. Deep enough to be able to make 100 characters and have none of them come up the same or even similar.

Each bit along the path takes d6 years, gives a random selection of skills relevant to the "profession" rolled, and then gives a random exit path.

You can stop at any time and say "OK, this is my character at the start of play." At some point you need to because characters can die (you do NOT want to go to Jamestown) or get so old they start taking penalties (defeating the only point of continuing on).

The system will both highlight real-world locations and events while at the same time making sure people know that it's not at all necessary to be a history freak to get into the game or setting... because each step is a random amount of time and you don't know ahead of time how old the character will be, things can pop up out of order. "Oh, I was a founding Plymouth settler (1620), then I went to become involved in the Gunpowder Plot (1605), then I helped repel the Spanish Armada (1588)! And I start play at 30 years old!"

So character creation will tell the story of a life but will also need some interpretation to completely come out straight.

Paths will not just be military or other "adventuring" kind of things... you might be a farmer or innkeeper or what have you - but even so if it's in one place it will have different benefits, risks, and exit paths than other places. It's going to be all over the place... and not necessarily pleasant places. If your character was a back alley criminal at some point, chances are that character will have done some truly awful things. Your character might have been a slaver. Or a slave.

(the character creation for the core game will keep a European focus or else the whole thing goes completely out of control as far as options and page count... different areas might have lifepaths done as separate things so you can start in the Ottoman Empire, as a native in the Americas, in Japan, or what have you, but that's a secondary concern because it can't be done all at once and one should start off where one is most comfortable and familiar)

One benefit/drawback of this approach is that you do need something for all these "non-adventuring" paths to be good at. They shouldn't be wasted years. "Oh shit, I'm a farmer for three years. Worthless!" That's bad. And when politics, the clergy, business, and academics are possible paths in the system, they all need some sort of benefit. So that path that brings a player to potentially be a Galileo type genius or a Shakespeare-level playwright? That needs skills to reflect the knowledge that brings and that needs rules descriptions for things those skills do in play.

So that inflates the skill list. Which doesn't trip the traditional problems of a large skill list in a game, because the players are taking them as they come and not spending time choosing them, and people who don't have those skills can still attempt to do the things the skills aid. And the character sheet, which starts as a blank, only has those skills added to it which come up in the lifepaths.

The end result is supposed to be a motley crew of misfits that, at the time play begins, band together to explore, experience, and perhaps even fight the unknown and dreadful forces pushing in at the edges of reality.

Re: Character Creation

I hate to do this (because it's kind of sounds like a lame Hollywood movie pitch), but...

It's kind of "Cthulhu by Torchlight" peppered with WHFRPG and Classic Traveller.

Not that that's a bad thing, mind you. I'm actually quite intrigued.

-Fox

Re: Character Creation

Frankly, I think that doing something quasi-historical, as given in the example, will turn off people interested in the history without adding anything substantive to the game.   Not only do you have to reconcile the timeline for the character based on the randomly rolled numbers of years and the events described, you'll have to reconcile everyone else's timeline for each other in case two people should have met previously.

I'd say this is the point where either it becomes a historical game or an ahistorical one.

My preferred route would be to use something along the lines of the family histories in Pendragon, or the past lives from Nephilim.  The player decides (or rolls) in advance for the number of cycles, each of X number of years, the character will go through, leading up to the year that begins the campaign.  He or she can choose (or have chosen) a particular set of possibilities, with special ones available at particular years (e.g. Spanish Armada, Jamestown, etc.) in which players could choose to participate.  Each possibility calls for a player choice, which has an effect on the outcome for that character.

These wouldn't even need to be "careers" in and of themselves.  For instance, you could have a "Catholic in England" track in which a character's life for a time emphasizes this aspect of himself or herself.  Catholics got the raw end of the deal, so a character could choose to convert (+2 Prestige), pretend to convert (+2 Subterfuge), leave the country for a Catholic school in Europe (+2 Latin), etc.

Re: Character Creation

DMH wrote:

I'd say this is the point where either it becomes a historical game or an ahistorical one.

Since the supernatural is going to be part of the game it's expressly ahistorical. I don't want the "historical" aspect of it to put anyone off. The historical aspects are present to serve the game, not the other way around.

DMH wrote:

Each possibility calls for a player choice, which has an effect on the outcome for that character.

I fear this would slow down character creation (speed being vitally important) while making everyone's character more similar than not (some paths are going to be obviously better than others; balancing such things is not on the agenda).

I think "discovering" the character's past rather than creating the character according to a plan is going to be a defining feature of the project.

Re: Character Creation

How you considered the 'skills' as being character 'traits' instead? One-word or short phrases, that give a bonus to the dice roll if the trait is applicable to the action being attempted? For example: a character who was part of the Gunpowder plot might have a trait of "Handled Gunpowder" and could come into play when dealing with any action involving gunpowder, from carrying it, to loading a gun, to making explosives.

Re: Character Creation

Question: why no advancement? I can understand getting rid of levels and the like, but without so advancement, a lot of people would be turned off from a campaign, and while short sessions are common, there are some of us who enjoy the campaign aspects of games.

I suppose advancement can easily take place in-game with respect to wealth, social status and things like that, which don't necessarily need any mechanics.

Interested to see where you go with all this. I keep messing about with designing a game myself, but it's slow going.

Re: Character Creation

theskyfullofdust wrote:

How you considered the 'skills' as being character 'traits' instead? One-word or short phrases, that give a bonus to the dice roll if the trait is applicable to the action being attempted? For example: a character who was part of the Gunpowder plot might have a trait of "Handled Gunpowder" and could come into play when dealing with any action involving gunpowder, from carrying it, to loading a gun, to making explosives.

That's pretty much how I'm creating skills. "What things can this profession do?" *note note note* OK, there's the beginning of a skill list. Repeat for every profession...

Re: Character Creation

theskyfullofdust wrote:

Question: why no advancement? I can understand getting rid of levels and the like, but without so advancement, a lot of people would be turned off from a campaign, and while short sessions are common, there are some of us who enjoy the campaign aspects of games.

1- The mechanical advancement scheme often drives player decisions in the game. It's fun to play with sometimes, is an easy way to lay down adventure hooks, but... sometimes it just drives me nuts.

2- Preparing adventures seems easier if there's a fairly static range of character capability. Advancement's got to either really count, or not, I think, and GMs should be worrying more about the adventure itself than how the PCs will fit in power-wise.

3- "Stop worrying about your character stats, it's out of your control, just play the damn game." ;P

Re: Character Creation

JimLotFP wrote:

I fear this would slow down character creation (speed being vitally important) while making everyone's character more similar than not (some paths are going to be obviously better than others; balancing such things is not on the agenda).

Strongly agree. In any case, people can always "cheat" and pick the option they want at any juncture rather than rolling. Also, if you make it explicitly about choice, many players will spend as much time as it takes to optimize the result.

Regarding decision paralysis, this has become one of my favorite game design principles:

http://en.wikipedia.org/wiki/The_Magica … _Minus_Two