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Message no. 1
From: lrdslvrhnd@*****.com (Kevin McB)
Subject: Character Creation (was: Re: Average starting characters?)
Date: Mon, 29 Aug 2005 18:24:51 -0400
On 8/29/05, Ice Heart <korishinzo@*****.com> wrote:
>
> > > Since I'm a HERO systems sort of guy, I build characters
> > > backwards. I start with a basic concept, then I build
> > > the character stats, then I develop a background to explain
> > > the whys and wherefores of the attributes, skills and
> > > powers.
>
> > How is that backwards? It's more or less the way I normally work,
> > too,
> > in 99%[1] of all RPGs I've ever played, although I usually mix the
> > "build stats" and "whys and wherefores" steps. I don't think
I've
> > ever
> > started with the backstory first.
>
> I write the story first, and assign stats second. It makes those
> marginal decisions a lot easier. "Hmmm, another contact or dump the
> rest into starting nuyen?" "Let's see, another point of Willpower,
> or should I raise Biotech and Stealth by 1?" And so on...
>
> Detailing the mechanics before you write the story means that a lot
> of your point allocation decisions happen in a vacuum. They are not
> linked to the character you are going to play eventually. I have
> lost track of the number of times someone assigned points first and
> then could not fit the story adequately to the numbers. They end up
> with a character whose motivations and mood do not fit the dice they
> pick up and roll. "Cicaeda cartwheels over the sofa one handed,
> spraying the door behind her with a quick 3-round burst... doh...
> Athletics 1?!" "Snake-Eye fixes a cold stare on the Johnson and
> calmly points out that a percentage increase for unexpected security
> personnel covers paracritters... doh... Negotiations... none?!"
>
> I guess it is all a matter of style and personal taste.
>
> =======
> Korishinzo
> --Story first, numbers second.


That's about what I do myself, most of the time, with one slight
difference... I tend to give ranges for at least few stats (low, medium,
high) before doing the story, then change as needed. That gives me a sort of
outline to work from, without limiting me in the background. Of course, I
usually already have a rough idea of what the character is like before I
ever sit down and start typing, or put pencil to paper ("Hmm, he was an orc
in the UCAS military before finding himself in the shadows, so he's going to
have some basic fighting skills - say, medium unarmed combat, low pistols,
and high assault rifles - with his strength, he tended to lug around the
bigger guns rather than waste time with the piddly SMGs his squad carried
into combat. So I'm probably going to want high-ish strength as well")

Story then gets fleshed out, which is when I find out he has the
Human-Looking Edge, fairly high Athletics (Football), which of course leads
to a decent (and totally useless) Football Knowledge skill, etc. etc.
Story's done, I go back and look at all the subjective stuff, throw in some
hard numbers, and (if using the priority system) figure out where the best
fit is. "Wow, B) got left open nicely for resources, I guess the Army fitted
him out with some nice cyberware to make him a better soldier, including
upgrading his leg so he balanced out better."

Seemed like everytime I used the priorty system (mostly for SR2, in college)
first I ended up switching a few priorities around because I had too many
skills or not enough money or something LOL

And I dont' see why you'd need to be familiar with the system to do this...
heck, this way, you could make the character you want, and then give him to
somebody who knows the system to pound the numbers into place lol It's
fairly easy to put in or remove an interest if need be lol. "Hmmm, I don't
think you have enough points for all this." "Well, alright, make him only
decent with a pistol, and can just about figure out which end of the SMG to
point at the other guy. But I really want him to be a bigtime hockey fan..."

Kevin
Message no. 2
From: korishinzo@*****.com (Ice Heart)
Subject: Character Creation (was: Re: Average starting characters?)
Date: Mon, 29 Aug 2005 17:23:50 -0700 (PDT)
> And I dont' see why you'd need to be familiar with the system to do
> this...
> heck, this way, you could make the character you want, and then
> give him to
> somebody who knows the system to pound the numbers into place lol
> It's
> fairly easy to put in or remove an interest if need be lol. "Hmmm,
> I don't
> think you have enough points for all this." "Well, alright, make
> him only
> decent with a pistol, and can just about figure out which end of
> the SMG to
> point at the other guy. But I really want him to be a bigtime
> hockey fan..."
>
> Kevin

I refuse to buy anything associated with D20. Yet I am playing veru
fun characters in both DnD 3.5 and a couple of Star Wars games (or
was, but that is a whole different gripe). In all three cases, I
wrote a story and character description. Then I gave them to the GM
and said, "You see what I am going for, please generate stats."
Worked great.

Granted, you have to possess the imagination and willingness to play
characters who sometimes hasn't realized their full potential (aka
your vision for them) at the outset. I have rejected more than one
character concept because the player brought me a runner concept at
the end of a career, not the beginning.

======Korishinzo
--Gamemaster



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Message no. 3
From: keith@***********.com (Keith Johnson)
Subject: Character Creation (was: Re: Average starting characters?)
Date: Mon, 29 Aug 2005 19:04:28 -0700
>I refuse to buy anything associated with D20.

Amen!

>In all three cases, I wrote a story and character
>description. Then I gave them to the GM and said,
>"You see what I am going for, please generate
>stats." Worked great.

I was going to say something about 'as long as
you trust the person doing the write up and as
long as you can think up a character that works
within the character generation rules... but
Kori wrote much more eloquently that I was thinking
right here:

>Granted, you have to possess the imagination and
>willingness to play characters who sometimes
>hasn't realized their full potential (aka your
>vision for them) at the outset.

Or more correctly, you have to be willing to give
someone else a voice in the genesis of your
character.

>I have rejected more than one character concept
>because the player brought me a runner concept
>at the end of a career, not the beginning.

I always require players to have a development path
for their characters so that I can know their
motivatoins and where they see their characters
going.

Peace,

-k

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