[Design] Character Generation: Detail vs Time Opportunity Cost
David Cake
dave at difference.com.au
Wed Nov 16 05:59:49 UTC 2005
At 7:04 PM -0800 15/11/05, Lev Lafayette wrote:
>Probably doing it best from all the Rolemaster books,
>Cyberspace gave you childhood and adolscent skills
>from you social background (MERP used 'racial
>background') and then you developed character
>profession skills.
These systems, when done badly, can give you the worst of
both worlds - relatively little flexibility, AND a lot of time spend.
And they are, of course, mostly of appeal to your hard core
simulationist. Most people really don't care that much about what
their character did at high school.
Oh, dear god, I'm having Space Opera flashbacks. You'd
actually have all these skills on your character sheet that had
absolutely no purpose in game whatsoever except as prerequisites for
some skill that was a prerequisite for some skill that seemed
important to your character concept. if you decided your character
was an engineer, you had to basically work out what units he did at
university to get his major.
Cheers
David
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