Choices, choices

Choices, choices

Writing a roleplaying game is slow work for me. Yet, it’s made harder by the tough choices to be made. With this in mind, I would like to hear your views on something important: character creation.

How would it be best to go about creating a character in Alpha?

My initial thoughts were to utilise two options: a template system for new players, and a life-path system for more experienced players. Yet, how those systems might work is really as much down to my player’s preferences as mine. After all, the systems need to support the kind of story-telling that we want to do together.

Templates

Templates are simple archetypal characters, pre-generated to a large degree, which can then be customised (with names, background, and story) by the player. An example might be a Soldier, or a Doctor, or a Priest. The advantage of templates is that they give people quick access to the game. The downside is that some players feel that characters can easily become two-dimensional.

Should we utilise templates? Is there an alternate for quick access to the game? What would you suggest?

Life-Paths

A life-path system generates a character by increments, telling a story as the player interacts with the system. Starting with birth, and working through key stages of life, each character is sketched out and accumulates abilities and skills. This naturally generates a background and story for the character step-by-step. The advantage of such a system is that it can promote story and background, not just stats and min-maxing the rules. The downside is that it is both time-consuming and not to everyone’s taste.

Should we utilise life-paths? If so, how can we make them slick and not too plodding? Can we offer short-cuts for those who want more variety without taking quite so long? What would you suggest?

YOUR COMMENTS COUNT

Really, I would like to know your views. Shaping this game is as much about those who will play it as it is about my own preferences. Please, come and add a comment.

Game on!