Character Design
Character design mechanics are some of the
first mechanics many people are exposed to in roleplaying games.. Making them
particularly significant: With regards to the "Decision Driven Gaming
Philosophy" most games in existence already fall within the parameters of this
paradigm. (aside from those heavily reliant on
dice for design or which strongly limit player choices in initial character design
or development.)
Hence I have often used whatever game system
seemed handiest and fit closest the characters conception, being a persistent
game collector this meant a lot of games were available for my players. This method has
problems and they become clear after looking at the purpose of character
design mechanics. Actual gaming was
primarily using my own freeform decision driven mechanics.
Purpose of Character Design Mechanics
- Inspire the player to design/develop
characters which suit a particular game world and genre. This
part of the gaming process is even used to help the character fit the
storyline and the troupe.
[ hammering my game world into the character creation systems of many
different games is a pain or requires a very supervised character design
process]
- Maintain a "sense of even
handedness" in the handing out of goodies for the characters in terms
of abilities and position etc in the game world.
[This can be hard to do when working with characters created in different
systems as they have differing sets of goodies and baddies and different
methods for allotment etc. ]
- Help players describe their characters in
ways useful for "the game."
[Since my actual game was different
than the game the character design mechanics were geared for... I had to
draw out of the players additional info not typically covered by most game
systems... In particular I needed personality traits that impact problem solving and conflict resolution... and that is surely a rarity in roleplaying games to this end I came up with some balanced traits which indicated a characters preferred timing, style and risk taking check out the list here
- Character design is often a sub-game in
itself.
[Using multiple games had me experimenting even to the point of
designing the same character in many different systems, Some of the
features in these subgames are optimizing character design, using life
path trees or random life event tables]
Variable Detail Design Rules
This idea evolved out of games with a zero average
statistics (such as Ars Magica and Talislanta) , so its roots have been
around at least a while.
Essentially you describe your character in terms of how they differ
from a relative "norm". Each trait in some way either
"names" a defined norm which you generally conform to and/or how
you differ from one of your own norms. One of the Story Guides and
Game Designers jobs is to define those norms for the game world/genre.
With a customized character record sheet and the above
method you are able to minimize your character record only including
qualities which define your character and are significant to that
character. A trait which you are not significantly different
than "normal" in needn't even be mentioned.