The funnel and beyond: Pre-play character creation

In RPGs, character creation methods abound. You can create characters mechanically with point and option spends, build them alongside a backstory with a lifepath, or just roll some dice and see what comes out the other end. When it comes to actually aligning the characters with the game you’re about to play, so much so that you need to bring the GM along for the ride, I think I’ve found one of the best options. Now, one reason you’ve likely never done this before is that it’s time-intensive and it can be a lot of extra work for the GM if not all of the players. Another reason, though, is that to really play through character creation, you need mechanics to do so. Precious few games have these mechanics, but after giving one such system a spin I’m pretty comfortable saying it should be more of a thing for campaign play.

Pre-play character creation is exactly what it sounds like: You play through a specialized scenario with a rough or partially completed character. Along the way you see this character actually exposed to the conceits of the setting, and as a result the picture of who your character is begins to form in your head. Once the pre-play scenario is over, the real game begins and your character is complete. This idea of development through play isn’t new; one argument towards the high-lethality ‘meatgrinder’ attitude seen in old-school games at low levels is that your character and your play is shaped by seeing what character survives and how you help them survive. The idea of ‘pre-play’ is mostly different because the goal is to get you to a character that is narratively molded to the upcoming campaign, while character development by attrition only gets you that narrative attachment as a secondary benefit (and it’s in no way guaranteed). Still, it is an idea which filters through to both of the pre-play examples I’ll be examining today. The Dungeon Crawl Classics ‘funnel’ is one of the most famous examples of pre-play, seeing you whittle down a troupe of characters to one survivor. At the same time, one of the newest additions to the mechanics of Apocalypse World, ‘forerunners’, is meant to give narrative weight to the apocalypse by having the party play through it as it happens, but you still maintain that transitional point of character death as the milestone by which you cross over into full character-dom.

Forerunners and Funnels

When it comes to pre-play mechanics, the Dungeon Crawl Classics funnel is one of the most well-known and also one of the earliest that, to me, fulfills pre-play criteria: You start with a character (or characters) which are mechanically dissimilar to the sort of character you start the game with. Only through play do you shift your pre-character into a full-fledged character that will take on the rest of the campaign. While the notion of a ‘level zero’ character goes back to 3e (and quite possibly before), Dungeon Crawl Classics put a procedure to using level zero characters as opposed to the d20 System’s classic approach of mentioning the possibility and then refusing to elaborate further.

For a DCC ‘funnel’, each player generates two to four level zero characters. These characters have their stats randomly assigned along with an ‘occupation’ that gives some trade goods, a weapon, and possibly a demi-human race (elf, dwarf, halfling). Players then lead these characters through an adventure that could potentially kill them all. At the end of it, each player should have one character with enough experience points to advance to level one, at which point they will choose an actual class. What’s neat about this is that the design intent of the funnel engages both diegetic and non-diegetic elements of the pre-play experience. Diegetically, the characters with better stats are more survivable, which in turn softens the harshness of completely random character creation. Another fascinating diegetic note is that the characters are expected to loot the bodies of their fallen comrades, ending up with better gear than they started with. On a completely non-diegetic note, the rulebook notes that players will naturally pick favorites among their characters, be that because one is better suited to the class they’re interested in or just a completely narrative affection for the rutabaga farmer over the beekeeper. This inevitably means that players will make choices which will protect their favorites, even choices which may off one of their lesser choices. All of this combined allows players to discover preferences for play which may not have been clear or even available to them had they either handbuilt a character or randomly rolled just one.

Aligned with but in contrast to the funnel is a new bit of Apocalypse World tech, ‘Forerunners’. The Forerunners playbook is part of the most recent playtest version of Apocalypse World: Burned Over, which features some refinements to the 2021 version of the game and is currently only available through the lumpley games Patreon. Forerunners sets each player up with a playbook, ‘A Forerunner’, which represents a typical person living before the Apocalypse. At the same time, the GM is given their own microcosm of the Apocalypse World rules, ‘The World Alight’. Instead of starting the game with a Hard Zone and building a Threat Map, players and GM together work to build ‘The Chopping Block’, which is a gallery of NPCs who are significant to the characters. At the same time they’re building out a custom Hard Zone with locations that are important to the characters. Once this is all built out, the GM is instructed to ‘burn it to the ground’. Over the next few sessions the apocalypse occurs, and those NPCs and locations are changed into their post-apocalyptic forms. The players have their characters during all this, but are looking for one milestone: When the Forerunner character’s ‘life becomes untenable’ (i.e. when their harm clock is filled in), they have the choice between having the character die (as usual) and choosing a new playbook. This is, essentially, the key that unlocks the full Apocalypse World experience: at least one character must die or nearly die.

I recently completed an arc using the Forerunners mechanics; it took about five sessions to go from a player-created suburb to an apocalyptic nightmare with my core players each having playbooks. It kind of goes without saying that working with the players to create a hook-rich environment is a fantastic way to start a campaign, but Forerunners has the added bonus of giving some time for the players to communicate which threats and conflicts they’re most interested in. The GM mechanics of converting the ‘Chopping Block’ to Threats is a bit prescriptive; the current method involves reviewing the Chopping Block and pre-writing pathways from NPCs to Threat types. This is good prep, but after actually using the method I’d prefer something more reactive. That said, one thing that Forerunners builds on with Burned Over is the idea that the ‘apocalypse’ of Apocalypse World is something specific, not just a genre pastiche. In this manner, it may be that enabling Forerunners to be a solid platform from which to launch an Apocalypse World game could actually require more prescription, more of a look behind the curtain into the entities and themes which are implied across the rest of the game’s material.

Platforms and Prologues

I use the word ‘platform’ when describing Forerunners fairly deliberately; the rules set up a jumping-off point from which to start a campaign. I’d argue the DCC funnel is the same thing; it turns the entire character creation process into part of the game. What makes such a platform difficult is that for it to work it needs to be written into the rules, and there aren’t many other games that are really doing that yet. Although there are PbtA games that lean on ‘play to find out what happens’ and turn the first couple sessions into a kind of ‘curing time’ for what happens in character creation, it’s not really the same as a delineated arc of play like Forerunners. Similarly, although there are rules and suggestions for creating characters in, for example, Fate and then assigning Aspects in play, the guidance around how to create better characters with this method is wanting and the only real benefit is to avoid ‘blank page syndrome’ given Fate’s sparse guidance around character creation at all.

There is another method of pre-play that can be bolted on to virtually any game, a prologue. Instead of giving mechanics by which characters are created in play, a prologue is an arc of play that is essentially separable from the game that occurs from character creation onward. What makes a prologue useful is that even in absence of mechanical leads to character creation, the play results in narrative leads that inform said character creation. A solid example of a game which has this baked in is DIE; the questionnaires and initial play as “real world” characters have no mechanical connections to the Paragons that the players will create, but they sure as hell show everyone at the table what kind of Paragon your character should be. The line between platform and prologue is blurry; one could argue that Forerunners works as a Prologue because when characters change playbooks they may be writing their character essentially anew. What makes the distinction is whether or not your character is created after the initial pre-play or before and during that pre-play. When running a Forerunners arc, the mechanical throughlines from the Forerunner character to the Playbook character were obvious; in a game like DIE the stats aren’t even introduced until after the characters enter the world and begin play.

As far as a GM at home is concerned, the difference between a platform and a prologue is whether you need to hack a character generation system (or have one provided to you like the Funnel or Forerunners) or simply set up an initial arc of play. A Prologue could use different versions of the intended characters or different characters entirely, so long as it sets up how the primary characters will be created. One could imagine a Prologue that works (mechanically) in reverse compared to a funnel; instead of making lighter, less powerful characters, players start with much more potent, heavily resourced characters for playing through an arc that ends in disaster and starts the campaign. There’s also the potential for using an entirely different set of mechanics for a prologue: I’ve heard of GMs setting up the first ‘disaster’ of their campaign with a game of Fiasco. The important thing is that players have a chance to explore and determine how they want to play for the rest of the game, and GMs get to see what players engage with and use that information to tune their campaign to their group’s expressed preferences.

Pre-play is likely the most effective way I’ve seen to bring character history into a campaign. Both lifepath and straight-up backstory can give a character hooks, but aren’t necessarily informed by the mechanical realities of the game that’s about to take place. Through pre-play, players have the opportunity to figure out how their character and play style align, and then make key character creation decisions with that information in front of them. Pre-play helps GMs too, as it gives them more information that they’d get with just a stack of completed character sheets. My question is how best to incorporate pre-play into the prep process for an upcoming campaign. More games are incorporating pre-play to some degree; in PbtA the pre-game setting processes are giving way to more complete pre-play arcs like Forerunners, and games like DIE are providing more and richer ways to develop interconnected and interdependent characters. While it’s not always straightforward to hack a character creation system to make a pre-play platform, GMs should ask themselves what questions they want answered by the character creation process, and which of those questions can be better answered in play. Pre-play is a great way to bring ‘play to find out what happens’ into character creation, and is another tool in the toolkit for creating multi-faceted characters who are grounded to your setting.

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10 thoughts on “The funnel and beyond: Pre-play character creation”

    1. Ooh, good question. Now, I will concede off the bat that I haven’t played Cybergeneration (perhaps a notable miss in my gaming history considering how much Cyberpunk 2020 I did play). That said, I’ve read it and went back to refresh my memory a little bit. Cybergeneration was ahead of its time in a lot of ways, though I do think there’s a bit of square peg-round hole going on with trying to use what’s basically the Cyberpunk system for a game that really wants to be ‘Masks in the shadow of Arasaka’. Anyway. The character generation system in Cybergeneration is broken out across several interludes with a single bit of chargen occurring before each. You start picking a role, then do stats and skills, then gear, then your special Carbon Plague-induced powers, and between each of those is an encounter that turns character creation into its own adventure. On one hand, it totally is a pre-play platform, getting you into your character and thinking about your choices as they’re doled out to you. On the other, the game really stumbles by doing things like placing the characters in a combat situation before they have stats. Overall I think it works more than it doesn’t work, but it both could be streamlined a bit and, like a lot of games where the conceit is very heavily baked into how the game works, it really will only pop the first time. The whole idea was likely intended to replace lifepath for characters too young to have a lifepath, and from that perspective it does a pretty good job. I’ll also note the Cyberpunk GM’s guide, Listen Up You Primitive Screwheads, had some interesting reflection on lifepath and how to expand it, but much like D&D 3e with 0-level characters it didn’t really stick the landing, as good as many of the ideas were.

      Liked by 1 person

  1. Very cool article.

    So, I have two relevant experiences to contribute to the dialogue …

    First, a long time ago I ran a Vampire the Masquerade campaign. I was new to running Vampire and got excited by the Prologue step they mentioned.

    Each Player gave me a starting point for their character (approximately where they were from and when they were Turned). I then ran them each through time until the Modern Era.

    Each Player chose a period in history to be from. Victorian Scotland, Elizabethan England and Kurgan in the Urals just before the Great Horde arrived. There was a 4th Player, but I don’t remember when or where their character came from. I think it was pretty modern?

    So, each Player/Character progressed through time, until they met up with each other (the 3 of them in London in Late Victorian times).

    Play was not dense through the time. Mostly we did some things at some place/time and then skipped to another time period.

    By far the most intense was the Kurgan Character who was swept up by the Horde and carried westward. Then his life crossed paths with some Named Vampires from some source books. But he ended up as a wealthy noble and breeder of dogs, which led to his connecting with the two in England.

    These characters, especially the Kurgan, were so much richer in dimensionality when we started play. And I understood a lot more about their motivations. It took some time to do, but was really fun.

    It might be difficult to do with a larger group. But it was very effective and the Players really enjoyed the time to show/express their Characters without distractions.

    The other thing I want to share is about my current Shadowrun campaign.

    While we did not do any Prequel, we have done Retro Active Prologues.

    This usually happens when we are short some Players. So I have had the Characters play out scenes from their past. Often when the Characters were together in the recent or distant past. But there has been a little bit of solitary scenic exploration while the other Players wait.

    (We do a lot of split scenes, and the group has a high tolerance for waiting for their time. They seem to really enjoy what they see of other Character’s stories.)

    The result of this Retro Play has been two-fold.

    The scenes aren’t about Shadow Running, so the Characters are exploring who they are as people. Several of the scenes were from character’s childhoods. So we are getting to know each other’s formative moments.

    The Players have also really deepened the bonds between the Characters who have had this opportunity.

    I think a Prologue, whether Pre or Retro, can be a strong way to enrich characters and sometimes their bonding. And it helps them find their place in the World. It does not depend on the System being used. Just people telling stories together.

    Of course, you have to all want to get to know your Characters better.

    Finally, I didn’t know about the Apocalypse World approach. It sounds very interesting. I am passing familiar with the DCC Funnel.

    The idea of the Designer formalising Character Creation as both Diegetic and Mechanical active Play is a good idea. I think there might be a lot of ways to get at grounding Characters to a Setting and to themselves and each other. Fertile territory.

    Traveller, Warhammer Fantasy, Cyberpunk 2020 had the structure for this. I guess you had to make a leap to get to the active Play part of the equation.

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    1. In reading your examples, it occurred to me that one of the reasons Forerunners worked so well for my group (as well as one of the reasons I’ve always been intrigued by the Funnel) is that it ends up being done as a group. Having played Cyberpunk and Traveller and looked through some of the guidance around deepening engagement with Cyberpunk’s lifepath (which I very briefly alluded to in the comment about Cybergeneration), I find that there is acknowledgment of but perhaps not a pathway to heightening engagement with the lifepath as a pre-play tool. I feel similarly about Fate Core, where the ‘Crossing Paths’ approach to Aspect generation for character creation absolutely knows you want the characters to have interlinked stories, but then fumbles the execution by not being prescriptive enough and dealing with blank page syndrome.

      I’m rather pleased a commenter brought up Cybergeneration, because looking through Cyberpunk 2020, Cybergeneration, and Cyberpunk Red, you see examples of designers who have continually grappled with lifepath as a tool and how to make it most effective. Cyberpunk Red’s more “class-based” lifepath produces more relevant hooks, but like many I kind of appreciate the randomness of the 2020 approach, even with the life events that would see your character on the run or permanently disfigured. A version of lifepath geared towards pre-play could see the breadth without the oppressive levels of randomness. That said, Cyberpunk Red hasn’t connected the dots for group integration; just like you stated and your examples demonstrated, it’s still up to the GM to give space for players to connect those dots for most games.

      Your examples have given me a few things to think about. I’ve spent a lot of time in recent years running campaigns with fresh characters; the Apocalypse World campaign alluded to in the article also stole some character creation beats from DIE to make the game about a group of teenagers. Prior to that, I ran Burning Wheel with a bunch of young 3-lifepath characters who would inevitably do much more interesting things onscreen than in their backstories. The axiom “your character should have the most interesting events in their life happen at the table” is one that, upon reflection, I’ve been achieving mostly through forcing functions. Definitely something to think about when I start another game.

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      1. While I agree that Play is how characters become dynamic. I still think there is value in Background (before Play), and Randomisation during Character Creation (to throw wrinkles into character understanding).

        In a Roleplaying context, there is our conception of our character, there are choices made when the outcome isn’t under full control (during Play), and there can also be random elements added during character creation that force us to adapt outside our original conception.

        The randomisation during creation is nice because it gives us time to think and feel through how those twist elements have impacted our character.

        Play puts us in often confusing, complicated situations, where we decide between survival, greed, loyalty or even comedy and tragedy.

        This is all, in some ways, about personal preference. I find having the time to think about where I (my character) came from, before I play, gives me an ability to go deeper when play starts. I can play without prep, but I miss the mediation of my understanding of my character.

        Given enough play time, I will begin to get a baseline. But I likely will miss some opportunities that happened before I came to understand who the character is. (It is true that can happen with a background, but I get to the baseline faster when I have a background for the character.)

        A lot depends on why you play.

        I started playing in the late 70’s, so I have been through a lot of phases where the focus of play shifted. And I continue to have my experience evolve, partly because my interest in game design has me exploring newer (for me) trends like Modern OSR, PBtA, Fate etc. And then I go back and reflect/update my Traditional (simulationist and mechanics focused) sentiments, to try to balance out the new perspectives.

        The point being … I am way past min-maxing my character for damage as the primary goal for play.

        I am in an Ultraviolet Grasslands game that is very evocative, chill and peaceful (though with life threatening situations added to create change). It is totally absorbing. Young me might? not have found it quite so interesting? Maybe?

        I realised just now that all of this is player focused. I am talking about my experience of my character.

        So, to return to the GM and the group …

        The value of the interactive process, is it creates a natural shared understanding of the characters. No one has to receive a lore dump.

        Obviously, when the whole group shares the experience (even if the characters are acting in different places within the setting and aren’t having shared experiences), that organic learning applies to the everyone.

        I will say, though, one on one gaming, at any time in a campaign, can be nice to allow a player to really focus on the experience of their character.

        It also favors creating asymmetric knowledge of the setting. Such asymmetry can lead to interesting elements of mystery or factionalism … if you are ok with that in your group.

        Thank you for the thoughts you share.

        Let me know if you would rather I not post such long comments.

        Liked by 1 person

      2. I have no issue with long comments! Especially if they’re thoughtful. Does mean I need to take more time to chew on them a bit. Honestly, one of the reasons I aim so hard for <2500 word articles is algorithmic. I went 4000+ for many of the Cyberpunk Chimera series but it's hard for articles that long to gain traction, both due to sharing algorithms and how many people you lose before the end.

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  2. Ok, thanks!

    I know a lot of people don’t really stick with longer texts. But you can’t cover some topics without space to unfold them. (Says I who grew up on books, not tweets.)

    It is a dilemma for writers.

    Algorithms that control destiny. Seems like a strange new kind of evolutionary constraint. Humans invent constraints on being humans, change humans. Recursive self-(de?)-evolution …

    SEO Optimization is such a struggle. As are all the algorithmic battles we live with now.

    Good fortune in the challenge!

    Like

  3. I love what you’re putting down here. I’ve spent hours thinking about this as a DM, player and writer. I created a “Session Zero” adventure at a Carnival for D&D which has been a big hit at cons and online. People definitely want mechanics that induct players and build interesting, world-relevant relationships. I’ve just gone back to this idea with a new book focusing more on relationships as this has really made/broke engagement with a campaign at my table. I could talk about this for days!

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