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Captain Anorak's Guide to Gaming
Character Creation

One of my deepest convictions about roleplaying is this: that it's about playing characters, not about playing a sheet of numbers. This is true whether I'm playing a game of tension, high atmosphere and in-depth character play, or an investigative game about finding clues and piecing together the evidence, or a violence game about hitting people. My enjoyment derives from the fact my character is doing things, not from the fact that I have high stats and I'm getting to make lots of dice rolls.

My attitude to character creation is heavily coloured by this. One thing that puts me off about a lot of games is when I read the character creation rules and they simply tell me how to generate a string of numbers. Sometimes they say 'Now all you need to do is add a character background!' as though what life someone's had has no effect on what abilities he develops.

For me, the highest purpose of character creation is to let the player come up with a character concept, and then allow him to give the character stats which reflect the abilities that such a character should have.

One ideal for character creation which I think is fairly laudable is that in brief it should take the player through the course of the character's life. Then they know what the character's life has been like. This helps to create a character concept without really having to make much effort.

PURE CHARACTER DESIGN, WITHOUT WRITTEN RULES

This is the way I do character creation in many a game I run, whether it's one I've written myself or a commercial game. I sometimes abandon the written character creation systems in favour of this. Here's how it works.

The first step is to come up with a character concept. The player may come up with a concept by himself, or the player and the GM may agree on one. If the player has come up with a concept on his own, then the GM may ask him to adjust it in order to make it fit better with the game he has in mind.

Once the concept is agreed upon, the player and GM talk over the character and discuss what life experiences the character has had. This will allow them to end up with an idea of the character’s age, what abilities he will have, and what equipment he will start the game with.

Finally, once this has been done, the player and GM together decide what levels of stats the character should have. The GM has the final say on this. Sometimes the player will ask for stat levels that are unrealistic, and the GM will have to refuse. The player and GM should go through all the primary stats, and all the skills that seem relevant, and for each one decide what level it should be.

POINTS ALLOCATION

Many games have character creation done by allocating points. The player starts with a set number of points, and gets to buy stats with those points. There are several things I don't like about this.

First, it creates a situation where the player’s aim is to get his stats as high as possible, and the purpose of the character creation system is to limit how high he can get them. This is wrong. The purpose of character creation should not be to create a set of stats as high as possible, but to create a set of stats which accurately describe a person’s abilities.

Second, any such system is open to abuse. The first problem is that people have a choice between spreading points out amongst a lot of skills so that they get a character who's like a normal person, or ignoring all the skills except the ones in which they want their character to excel. Thus sensible players go off and create fairly normal characters, while bad players create foul combat-beasts which have no other abilities but killing. The second problem is that in any but the simplest rules systems, flaws in the rules can be found whereby certain specific combinations of abilities result in unusually great powers, and points-based design systems allow players to exploit these (see rule 3).

Third, many games like this have 'character flaws' or 'disadvantages'. Players can take these to gain more points to make their character hard. As a result, people tend to search for flaws which will cause them the fewest problems while giving them the most points back. This leads to player characters being freaks, such as one-eyed sadists with no sense of smell.

CHARACTER TEMPLATES

By 'character templates' I mean any system which gives a list of what abilities should have developed during the period of a character's life that's covered by character creation, ie. from birth to the start of play. These are used in many games, often to good effect. They're a great idea, but like most ideas they can be done well or badly.

To my mind, the best way to do it is to have a templates for a variety of different careers ('career' is rather a loose term here, which could take in more than simply employment). Probably there will be separate templates for youth and adulthood. So a character might get one template for his youth, then a template on top of that for every career he's been through since.

This has two main advantages to recommend it. First, it gives a clear indication of what level of skill someone will develop if they do a certain job or live a certain lifestyle. Second, it takes the player through the character's life, giving him instant background.

Another advantage can be that it gives people culturally determined skills, which injects a certain amount of cultural background straight into the makeup of the character right from the word go. For instance, the Middle Earth game MERP has a certain number of Primary Skills which are listed on every character's sheet. There is a list of racial/cultural backgrounds from which a character may come. The Adolescence Skill Rank Table shows, for each background, how many skill ranks the character develops in each Primary Skill during adolescence.

GM-PLAYER COOPERATION IN CHARACTER CREATION

A lot of players do character creation by going away with the rulebook and coming up with a character by themselves, then saying to the GM, 'Here's the character I've created.' I'm not at all keen on this. In almost any campaign, the GM should be giving the players a certain amount of guidance about what sort of characters they should be playing.

GROUP CREATION

Often it is useful to create a group of characters who will work well together. This is particularly important if there is a number of abilities which the group must possess in order to function properly. For instance, imagine that a group of players is creating five characters to be the crew of a starship. The GM gives them a list of specialities, saying that at least one crewmember must possess each speciality. This list might include piloting, astrogation, engineering, medicine, communications, weapons operation, starport bureaucracy, underworld contacts, computer hacking, and accountancy. There should be at least one person on the ship who is good at each of these, and if there is more than one person, so much the better. The players then divide these specialities up among them themselves, and create their characters with this in mind.

I did this once in my Thorsen Islands game and I thought it went rather well.

RANDOMLY GENERATED STATS

Randomly generated stats can give the player some starting ideas to build on, if he can’t think of a character idea. It can also be refreshing sometimes to just take what the numbers give you. This can stop you from always playing the same type of character.

Sometimes the dice can give sets of numbers which don’t make much sense together. The classic case in games like AD&D, Cthulhu and Runequest is characters with high Strength and low Endurance, or vice versa. These are hard to justify with any physical type.

DEFINITION OF LEVELS

A major weakness to my mind of the character creation systems of many games is their failure to describe what level of ability a certain numeric value represents (see Character Stat Levels).