Tag Archives: character building

Breaking Down Random Generation

Random character generation is an artifact of older editions of D&D, with the OSR and other throwback movements embracing it wholeheartedly. In the present day both old-school D&D derivatives as well as the range of games derived from WFRP’s take on d100 mechanics are still locked in with random generation, with the classic ‘roll 3d6 six times in order’ being both common mechanic and a meme. The problem with random generation in this way is that putting characters arbitrarily at different places on a probability distribution, in effect making characters better or worse based on nothing but luck, is a pretty poor way to accomplish the ultimate goal of random character generation, which is to introduce variability to the type of characters that players ultimately play.

In reviewing how a number of different games handle random character generation, specifically random attribute generation, I can’t help but think that these designers know that players don’t like random generation and don’t actually like rolling bad characters. It’s widely known what the most common response to early D&D’s attribute requirements for certain character classes was: Cheat! It therefore stands to reason that games which still commit to random generation either create a system that employs randomness more deliberately, or create a system which softens the blow of the dice.

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On Character Creation

Role-playing games are games about characters: Who they are, what they do, and what happens to them. In most games, a character is the lever through which the player interacts with the world, and even in broader games the actions of characters are still primary in terms of what happens. What this ends up meaning is that game setup for a role-player, the act of character creation, takes on much more importance than setting up would in most board, card, or other tabletop games. 

Character creation is game setup, yes, but it’s also a game in and of itself, and was the solo act of role-playing well before solo games were popularized. Making characters is fun, and many of us who either couldn’t find people to play with or had more desire to game than time would make sheaves of characters who would never be played. As this was the one way everyone could interact with RPGs, friends to play with or not, it created a shift towards games with interactive and evocative character creation systems. Making choices was fun, though rolling random dice and seeing what you got could be fun too.

So where are we at with this? Character creation has broadened significantly since the days of D&D, and games now have longer, shorter, simpler, and way more complicated character creation methods. Each one generates different results and puts you in the head of your character in a different way, and not just because of math. This past week I had a gaming weekend with my primary gaming group, and as preparation I made characters for games of Legend of the Five Rings, Twilight:2000, and a couple others. It was the first time in a long time I had sat down to make a really involved character, and it made it clear that character creation can provide a lot more than stats if you want it to.

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Character Spelunking

Is your character really just you with a stat block?  I bet you could get more out of your game if you let go of You and embrace your Character.  Here are some techniques you can employ to help you bring your character to life at the table.  It will take some effort, but you may find your escapism brought to another level once you get into it.  While there are some practical tips in here, this is real mental and emotional work, more a deep cut than a skim.

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