Diogo Ribeiro
Erudite
Role-Player's RPG Roundtable #3: Character Creation
Well, this is the third thread in the 'series'. The first dealt with roleplaying in a broader sense, the second with character development via class and skill-based systems.
With this thread i'm aiming for character creation. Not just to discuss a particular system and its strengths and weaknessess, but also to come up with new systems, particularly, systems integrated directly with the gameplay (such as that of the Elder Scrolls, specially Morrowind, and System Shock 2).
First, the diversity aspect. Is it better to give players more diverse character options that might end up being superfluous (but appealing, nonetheless), or better to limit them and focus on what's really important (but ending up with a somewhat dry character creation)? Typical comparison, Fallout and Baldur's Gate. BG allowed for more customization elements - races, skin colour, hair colour, clothing colour, a character biography, voice sets, pictures; meanwhile, FO focused merely on giving players two avatars, dependant on gender choice, and Traits. But while in BG i can make my character look and sound differently via multiple elements, those elements are vastly superficial, and aren't really taken into account in the game (the main things taken into account are race and gender). In FO, the lack of customization is staggering, but the chances to make my character different are still found, only instead of customization, its trough the course of the game, according to what i do.
While i prefer to have some extras thrown in, i think there should be a considerable focus in quality instead of quantity. I'd rather have more important elements like character backgrounds that might influence my game (like Arcanum's Backgrounds), and a cutdown in selection of skin colour, for instance (though i'm fine with hair styles and hair colour).
Also, are inventory avatars important? They were fun in some games, but a minimalistic approach, or even their absence, doesn't really bother me. Fallout's way of using the ingame avatar for Dolly Dress Up purposes was fine with me.
Second, what system do you feel allowed for better character creation? SPECIAL? Elder Scrolls? AD&D or D&D? Steam? Wizardry (which was somewhat based off AD&D 1st Edition, anyway)? Geneforge/Avernum? Other?
Third, what kind of system do you prefer for character creation? The standard one of just giving a screen with adjustable elements and be done with it, or do you like more gameplay-oriented systems, like Morrowind's initial opening scene (a prisoner giving his vital information to guards), or even System Shock 2's system (choosing a one year 'career' which determined your initial aptitudes, though you never saw your training, unfortunately)? Feel free to mention other system, as before.
I'm asking that last question to see people's interest in a minor system i've come up. Nothing special, not very well defined or anything (there's not even a particular story behind it), it just gathers some elements to build the skeleton of a character creation system, similar to that of Morrowind's.
The system basically entails the following.
***************************************
The game section begins with a routine prisoner transfer. You and other prisoners have been 'recycled' and are going to be sent to a working colony. Just like the others, you have to go trough a routine check to gather your vital information so a file containing your information is readily available to the directors of the colony.
A guard opens you cell door, and tells you to get ready. This gives player control of the character (although like in Morrowind, its fixed in a first person perspective). You are guided to the medical area, and told to place yourself in line. As you wait, your hear minor whispered conversations between other inmates, and they express their curiosity as to where they'll be taken. After some moments waiting, its your turn.
In this section, a doctor tells you to enter the room. He's sitting behind his table, with his assistant on his right side and a nurse on his left. He tells his assistant to give you your file. The assistant takes it out and places it on the doctor's table, but clumsily hits a receptacle, which falls, letting the beverage inside it spread all over the table, including your file. The doctor threatens to fire the assistant on the spot on grounds of continuous incompetence, but calms a little after the assistant apologizes several times in a row. The nurse just smiles. Disgruntled, the doctor complains that a copy of your file would take too long to track down, so he decides to ask you your information.
The first element is the name. Aside the standard opportunity of typing their name, players could be given a random name generator as well. After that, you're taken by the nurse to an adjoining room. Here she tells you to quickly take your clothes off and to place yourself on top of a weighing scale. She looks you over, glancing at the weight reading. Then she grabs a small paper and starts dictating to yourself as she types. "The specimen is ...." and here you select your gender. She complains that she knows that, and keeps writing, murmuring your weight (but not saying the actual value loud). She tells you to dress up, and to rejoin the doctor in the other room.
After this, the doctor asks you about your background, if there is anything you'd like to mention. Here you're given a choice of background (similar to a Trait). You can also opt to choose 'none'.
>At this point, i was considering the option of the doctor to ask the player what his physical aptitudes are, which would prompt for a point-buy system of attributes: Power, Speed, Endurance, Sense, Insight, and Charm.
Incidentally i could instead create a section, prior to the guard letting you out of your cell, where you're training, and each part of training determined your stats. For instance, in one 'month' (similar to SS2's years, but with actual gameplay), you could be training Speed in recreation hour, and the amount of time it takes you to run trough an obstacle course (randonly generated) would determine your Speed. In another month, you could be studying in the prison's library and be told to read some books, and questions about them would determine your Insight rating, etc. I only have problems with applying a similar scheme to Charm.<
Regardless, after all the info is given, you and the remaining prisoners are taken to the upper part of the building. Your character sees the outside for the first time, but its only momentarily, as a bulky ship heads towards the building, landing afterwards. You're quickly told to enter.
After a brief moment, the prisoners are all put inside cells in an area of the ship, which takes off as soon as a guard informs the navigation room that all the prisoners are locked up. The ship heads towards the colony, accompanied by small escort vehicules (small, one-man flying vehicules, controlled by guards).
You remain silent during the trip, and there are no incidents worthy of memory, merely the ocasional prisoner insulting the guards, or cursing the day he was caught. All is calm, until everyone feels something coliding against the ship. Everyone feels the shock, and within seconds, all the electronic and mechanical systems fail, momentarily disabling communications, engines, and power routing. The power is eventually back up, but the cells' electronic blocking system goes haywire, and the doors are unlocked for a while. All the prisoners try to leave the cells as quickly as possible before power comes back on, and the guards are ultimately powerless to contain all the escapees. Small skirmishes ensue, and there are casualties on both sides, but the prisoners manage to create a small stronghold, defending the room in which they were being held. Taking up the weapons of the guards, a small number of escapees decides to seize control of the ship.
As they plan this, something else collides against the ship, but this time explosions can be heard. A warning that the engine room has been hit is heard across the various speakers spread over the ship, and now its no longer about escaping, its about surviving. Every prisoner for themself is the motto, and several groups go for several possible escape routes. At this point the player chooses the directions he wants to go.
Whatever the direction, the player will be confronted with several obstacles, which are mostly left to the player to decide how to act. In these sections, a group of escapees might need the players' help in doing something, and doing that something will provide the player with skills.
For instance, a group of escapees are cornered by guards and are fighting back with ranged weapons. One of the prisoners is shot and dies, and one of the other prisoners tells you to pick up the gun and help them. You can help them, or leave the area and go into other directions. In another section, an old escapee might have been shot and is dying. He tells you that you need to pass trough the door in the room but the door is locked. He knows how to open locked doors but in his current condition, trying to escape is useless. He then teaches you how to handle locks, and you learn the skill, allowing you to then escape trough the door. Some of the skills available to learn include the usage of ranged weapons, melee weapons, lock picking, hand to hand combat, stealth, etc. I'm thinking if its viable to create solutions where the character can be told how to cast certain spells (like Cure or Harm).
Either way, there will be several escape points, which you can reach by successfully passing trough the afforementioned situations, or even by avoiding them. By the end, all it matters is escaping - even if you don't learn any skills now, they will be available at a future date.
The closer you get to the exit, the more you feel the ship collapsing. Debries and smoke are everywhere, alert claxons sound loudly in competition with cries for help. Whatever escape location you reach, you manage to see the ship quickly plummeting to the ground. As you do, The ship breaks in several pieces as more explosions are felt and heard, and in a moment of blind faith, you decide to jump. When you do, you manage to fall on top the back of one of the one-man flying vehicules that followed the ship. The guard notices you and starts trying to push you off the edge of the vehicule. A small battle ensues (possibly with a sort of minigame, to determine who gets the most hits against the opponent).
a) If you fail to get control of the vehicule and throwing the guard away from it, you just fall into the water, and manage to dive up to the surface, dragging yourself onto thr shore
b) If you do manage to get the better of him, then both of you will fall off the vehicule, into the water, while the vehicule trails off and crashes. You manage to dive up to the surface, dragging the body of the guard. After dragging yourself and him to the shore, you check him and notice he's dead. You then decide to take his uniform and general clothing.
*If you managed to learn melee skills, the guard will have a dagger. If you learned the ranged weapons skill, he'll have a small, low-power firearm with a small amount of ammo.
At this point the player would be able to explore the world.
Well, this is the third thread in the 'series'. The first dealt with roleplaying in a broader sense, the second with character development via class and skill-based systems.
With this thread i'm aiming for character creation. Not just to discuss a particular system and its strengths and weaknessess, but also to come up with new systems, particularly, systems integrated directly with the gameplay (such as that of the Elder Scrolls, specially Morrowind, and System Shock 2).
First, the diversity aspect. Is it better to give players more diverse character options that might end up being superfluous (but appealing, nonetheless), or better to limit them and focus on what's really important (but ending up with a somewhat dry character creation)? Typical comparison, Fallout and Baldur's Gate. BG allowed for more customization elements - races, skin colour, hair colour, clothing colour, a character biography, voice sets, pictures; meanwhile, FO focused merely on giving players two avatars, dependant on gender choice, and Traits. But while in BG i can make my character look and sound differently via multiple elements, those elements are vastly superficial, and aren't really taken into account in the game (the main things taken into account are race and gender). In FO, the lack of customization is staggering, but the chances to make my character different are still found, only instead of customization, its trough the course of the game, according to what i do.
While i prefer to have some extras thrown in, i think there should be a considerable focus in quality instead of quantity. I'd rather have more important elements like character backgrounds that might influence my game (like Arcanum's Backgrounds), and a cutdown in selection of skin colour, for instance (though i'm fine with hair styles and hair colour).
Also, are inventory avatars important? They were fun in some games, but a minimalistic approach, or even their absence, doesn't really bother me. Fallout's way of using the ingame avatar for Dolly Dress Up purposes was fine with me.
Second, what system do you feel allowed for better character creation? SPECIAL? Elder Scrolls? AD&D or D&D? Steam? Wizardry (which was somewhat based off AD&D 1st Edition, anyway)? Geneforge/Avernum? Other?
Third, what kind of system do you prefer for character creation? The standard one of just giving a screen with adjustable elements and be done with it, or do you like more gameplay-oriented systems, like Morrowind's initial opening scene (a prisoner giving his vital information to guards), or even System Shock 2's system (choosing a one year 'career' which determined your initial aptitudes, though you never saw your training, unfortunately)? Feel free to mention other system, as before.
I'm asking that last question to see people's interest in a minor system i've come up. Nothing special, not very well defined or anything (there's not even a particular story behind it), it just gathers some elements to build the skeleton of a character creation system, similar to that of Morrowind's.
The system basically entails the following.
***************************************
The game section begins with a routine prisoner transfer. You and other prisoners have been 'recycled' and are going to be sent to a working colony. Just like the others, you have to go trough a routine check to gather your vital information so a file containing your information is readily available to the directors of the colony.
A guard opens you cell door, and tells you to get ready. This gives player control of the character (although like in Morrowind, its fixed in a first person perspective). You are guided to the medical area, and told to place yourself in line. As you wait, your hear minor whispered conversations between other inmates, and they express their curiosity as to where they'll be taken. After some moments waiting, its your turn.
In this section, a doctor tells you to enter the room. He's sitting behind his table, with his assistant on his right side and a nurse on his left. He tells his assistant to give you your file. The assistant takes it out and places it on the doctor's table, but clumsily hits a receptacle, which falls, letting the beverage inside it spread all over the table, including your file. The doctor threatens to fire the assistant on the spot on grounds of continuous incompetence, but calms a little after the assistant apologizes several times in a row. The nurse just smiles. Disgruntled, the doctor complains that a copy of your file would take too long to track down, so he decides to ask you your information.
The first element is the name. Aside the standard opportunity of typing their name, players could be given a random name generator as well. After that, you're taken by the nurse to an adjoining room. Here she tells you to quickly take your clothes off and to place yourself on top of a weighing scale. She looks you over, glancing at the weight reading. Then she grabs a small paper and starts dictating to yourself as she types. "The specimen is ...." and here you select your gender. She complains that she knows that, and keeps writing, murmuring your weight (but not saying the actual value loud). She tells you to dress up, and to rejoin the doctor in the other room.
After this, the doctor asks you about your background, if there is anything you'd like to mention. Here you're given a choice of background (similar to a Trait). You can also opt to choose 'none'.
>At this point, i was considering the option of the doctor to ask the player what his physical aptitudes are, which would prompt for a point-buy system of attributes: Power, Speed, Endurance, Sense, Insight, and Charm.
Incidentally i could instead create a section, prior to the guard letting you out of your cell, where you're training, and each part of training determined your stats. For instance, in one 'month' (similar to SS2's years, but with actual gameplay), you could be training Speed in recreation hour, and the amount of time it takes you to run trough an obstacle course (randonly generated) would determine your Speed. In another month, you could be studying in the prison's library and be told to read some books, and questions about them would determine your Insight rating, etc. I only have problems with applying a similar scheme to Charm.<
Regardless, after all the info is given, you and the remaining prisoners are taken to the upper part of the building. Your character sees the outside for the first time, but its only momentarily, as a bulky ship heads towards the building, landing afterwards. You're quickly told to enter.
After a brief moment, the prisoners are all put inside cells in an area of the ship, which takes off as soon as a guard informs the navigation room that all the prisoners are locked up. The ship heads towards the colony, accompanied by small escort vehicules (small, one-man flying vehicules, controlled by guards).
You remain silent during the trip, and there are no incidents worthy of memory, merely the ocasional prisoner insulting the guards, or cursing the day he was caught. All is calm, until everyone feels something coliding against the ship. Everyone feels the shock, and within seconds, all the electronic and mechanical systems fail, momentarily disabling communications, engines, and power routing. The power is eventually back up, but the cells' electronic blocking system goes haywire, and the doors are unlocked for a while. All the prisoners try to leave the cells as quickly as possible before power comes back on, and the guards are ultimately powerless to contain all the escapees. Small skirmishes ensue, and there are casualties on both sides, but the prisoners manage to create a small stronghold, defending the room in which they were being held. Taking up the weapons of the guards, a small number of escapees decides to seize control of the ship.
As they plan this, something else collides against the ship, but this time explosions can be heard. A warning that the engine room has been hit is heard across the various speakers spread over the ship, and now its no longer about escaping, its about surviving. Every prisoner for themself is the motto, and several groups go for several possible escape routes. At this point the player chooses the directions he wants to go.
Whatever the direction, the player will be confronted with several obstacles, which are mostly left to the player to decide how to act. In these sections, a group of escapees might need the players' help in doing something, and doing that something will provide the player with skills.
For instance, a group of escapees are cornered by guards and are fighting back with ranged weapons. One of the prisoners is shot and dies, and one of the other prisoners tells you to pick up the gun and help them. You can help them, or leave the area and go into other directions. In another section, an old escapee might have been shot and is dying. He tells you that you need to pass trough the door in the room but the door is locked. He knows how to open locked doors but in his current condition, trying to escape is useless. He then teaches you how to handle locks, and you learn the skill, allowing you to then escape trough the door. Some of the skills available to learn include the usage of ranged weapons, melee weapons, lock picking, hand to hand combat, stealth, etc. I'm thinking if its viable to create solutions where the character can be told how to cast certain spells (like Cure or Harm).
Either way, there will be several escape points, which you can reach by successfully passing trough the afforementioned situations, or even by avoiding them. By the end, all it matters is escaping - even if you don't learn any skills now, they will be available at a future date.
The closer you get to the exit, the more you feel the ship collapsing. Debries and smoke are everywhere, alert claxons sound loudly in competition with cries for help. Whatever escape location you reach, you manage to see the ship quickly plummeting to the ground. As you do, The ship breaks in several pieces as more explosions are felt and heard, and in a moment of blind faith, you decide to jump. When you do, you manage to fall on top the back of one of the one-man flying vehicules that followed the ship. The guard notices you and starts trying to push you off the edge of the vehicule. A small battle ensues (possibly with a sort of minigame, to determine who gets the most hits against the opponent).
a) If you fail to get control of the vehicule and throwing the guard away from it, you just fall into the water, and manage to dive up to the surface, dragging yourself onto thr shore
b) If you do manage to get the better of him, then both of you will fall off the vehicule, into the water, while the vehicule trails off and crashes. You manage to dive up to the surface, dragging the body of the guard. After dragging yourself and him to the shore, you check him and notice he's dead. You then decide to take his uniform and general clothing.
*If you managed to learn melee skills, the guard will have a dagger. If you learned the ranged weapons skill, he'll have a small, low-power firearm with a small amount of ammo.
At this point the player would be able to explore the world.