Article View: rec.games.design
Article #647Re: game system
From: Steven Mathers
Date: Sun, 15 Nov 1992 23:14
Date: Sun, 15 Nov 1992 23:14
40 lines
2922 bytes
2922 bytes
In article <17318@mindlink.bc.ca>, Nick_Janow@mindlink.bc.ca (Nick Janow) writes: |> mathers@sibelius.trl.oz.au (Steven Mathers) writes: |> |> > When you sit down to `roll-up` a character for a given game, you generally |> > have in mind the type of character you would like to play during this |> > particular session. |> |> Hmmm, I guess you haven't been reading the "random vs allocation" thread. |> The point I keep bringing up is that your statement above only applies to one |> group of gamers, _not_ all gamers. Some of us do not have a type of |> character in mind when we start a campaign; we like being surprised. Actually, I think I may have started it. I wrote the message above about two weeks ago. |> |> When I roll up a character, I don't care if he's a scientist, a musician, an |> army logistics officer, or a farmer who kept failing to enter university; I'd |> equally enjoy role-playing any of them. I'll give any of them an interesting |> personality, based on their attributes, education/career history, personal |> history, and anything else randomly determined or chosen at a whim. Id say you were in the minority here, at least among the gamers that I know. In any event, a random character generation system imposes the game designers philosopy on the player, whereas a 'design' type system give the player the choices. Im pro-choice, and in more areas than character design. The random profession idea is limiting. The player is restricted to whatever professions included by the designer are in the table (assuming a table is your mechanic). Lets say you have a design-based system, with the option of including some random elements (at the players choice) You could use the random 'take a flaw/problem, get some extra points ' option, and vv. 'Take a special ability, loose some points'. There are other OPTIONS you could add to give a little randomness to the procedure if that is the players desire. Sure, giving the players the chance of designing the character means that some players are going to take the 1-dimensional munchkin route, but that's OK...they like being munchkins. If you want something a little more sophisticated, then thats OK too. How many random profession systems let players be butlers, hairdressers, telephone sanitizers, piss-boys, village-idiots, etc..etc..
Technical Details
Message-ID:
<1992Nov15.231408.18506@trl.oz.au>Path:
arc1-ca.pugleaf.net!sparky!uunet!know!cass.ma02.bull.com!think.com!yale.edu!yale!gumby!wupost!zaphod.mps.ohio-state.edu!rpi!batcomputer!munnari.oz.au!titan!sibelius.trl.oz.au!mathersReferences:
<17318@mindlink.bc.ca>Show Full Headers
Complete Article Headers
Path: arc1-ca.pugleaf.net!sparky!uunet!know!cass.ma02.bull.com!think.com!yale.edu!yale!gumby!wupost!zaphod.mps.ohio-state.edu!rpi!batcomputer!munnari.oz.au!titan!sibelius.trl.oz.au!mathers From: mathers@sibelius.trl.oz.au (Steven Mathers) Newsgroups: rec.games.design Subject: Re: game system Message-ID: <1992Nov15.231408.18506@trl.oz.au> Date: 15 Nov 92 23:14:08 GMT References: <17318@mindlink.bc.ca> Sender: root@trl.oz.au (System PRIVILEGED Account) Reply-To: s.mathers@trl.oz.au Organization: Telecom Research Labs, Melbourne, Australia Lines: 40