OTOH, as a co-player of mine said years ago, "if I cannot be better in the game than I am in real world, then why to play?", and I als oguess the player must feel at least a Little comfortable with its character for the game to be fun.
Most of the time.
But I'm not talking about situations where the character generation system has worked, brilliantly or otherwise. I'm talking about when it hasn't worked. You failed to get into the career you wanted, was drafted into a career you didn't want, made the survival roll, got a skill you didn't want, failed to reenlist, rolled a Low Passage on the mustering out tables, and now you're expected to play the character fate gave you, at least until you can have him killed off in the course of play.
Who wants to play Traveller with a character that has physical stats of 222? That happened in one of my multi-year campaigns, and the character was brilliant.
Not always does a player want to play a character upon first look. I think this is where the Ref steps in to guide that player and show him how cool the character can be. Show him the character's strengths.
At first, the player was disappointed. He didn't try suicide, but he knew all his stats were low. He didn't say it, but I think he was considering not playing the game.
Then, I went to work....
Together, we made up this incredibly cool back ground for the character. The player, in real life, fought a disease when he was young. I tied into this and made him empathize with the character--to
feel the character's struggle. The character was also stricken with a disease--that's why his stats were so low. The character had had it since birth.
The character became a doctor. We used Supplement 4 for chargen. He ended up with Medical-5.
So, now, we've got this Stephen Hawking-thing going with the character. The background plot evolved. The character went to work for a top secret department in the Imperial Navy. The character was looking for a cure for the very disease that affected him. And, this is when the character found out that the Imperial Navy meant to weaponize the bug. This, we reasoned, was why the character mustered out.
So, he started the game, semi-sorta hunted by Naval Intelligence, and he signed on this tramp freighter to loose himself in the crowd--to lay low.
For a long time, the player and I kept this background secret from the other players. I turned his background into a plot thread for the game (the Imp Navy guys found him).
I even gave the character a neat toy (used muster money to purchase it): He got this neat grav chair I designed for the game. It had a laser pistol and battery pack integral to the chair arm. On planets, the other players would often send the doc up ahead to scout, since the doctor could use the chair not only to move fast but also to elevate above trees and obstructions for bird's eye views. I remember the doc getting into trouble, scouting, running into these Zhodani grav-remotes that I had designed, and we had a heck of a time doing a chase through the forest, the doc in his grav chair, blasting away with his laser pistol, with the remotes hot on his tail, dodging trees and rocks right and left (flying above the forest eliminated the doc's scant cover--it was hard for the remotes to dodge around, too).
Man, that was a fun night. The doc raised the others on the comm, and they got the ship ready, which flew to his position, hovered with the cargo bay open, as the doc rose out of the mist and green of the forest, landing right into the bay. One of the remotes got inside the ship and started to do some major damage. I ran the combat hard against the PCs and the remote shot up the interior of their ship and nearly decimated the entire crew. The players were astonished when the remote just went dead on its own and dropped to the deck. They figured out that the remote signal was lost as the ship sped away. The players were extremely relieved--I don't think they knew how they were going to take the remote out.
Extremely fun times.
This doctor character became the single favorite character the player had ever played.
And, even with the 222 physicals, the character survived the entire multi-year campaign that we played. The player liked the character so much that he was very cautious about putting him into harm's way (and still, the character saw lots of action).
So, my answer to the above is that, if a player rolls up a character that he doesn't like, then it falls to the Ref to help that player find something extremely cool about him.
The discovery of something new, something unexpected, is often much more fun for a player than playing the same old hero type he's played a thousand times before.
Encourage players to be
roleplayers who can play any type of character. Stats should not matter.
I believe that any type of character can be fun to play. Sometimes, players just need a little helping hand to see it.