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So, you've failed your survival roll...

Originally posted by Ranger:
First, the "real world" aspect. The game was designed in the late 70s by a guy who was an Army Officer in Vietnam after graduating from college. In that enviroment, survival roles make perfect sense. Even excluding casualties from Vietnam, the Navy was running a 25% fatality rate of it's pilots in the course of a 20 year career in the 50s, 60s, and 70s.
So why not just say that you end up playing one of those who survive then?

Second, the game aspect. CG was a "game within a game." It was fun to do even if you didn't play the character. I can remember a bunch of us just sitting around seeing what kind of characters we could generate. It's not overly time consuming either. With basic CG you can crank out half a dozen characters in an hour without any problem. There is also the, 'hey, this character sucks, I guess I'll try the scouts and hope he dies, and if he doesn't I might get a ship out of it' factor (not that I ever thought that more than a couple of times). [/QB]
Maybe so, but that's still not a particularly useful or practical way to make a character.
 
Originally posted by Ranger:
First, the "real world" aspect. The game was designed in the late 70s by a guy who was an Army Officer in Vietnam after graduating from college. In that enviroment, survival roles make perfect sense. Even excluding casualties from Vietnam, the Navy was running a 25% fatality rate of it's pilots in the course of a 20 year career in the 50s, 60s, and 70s.
So why not just say that you end up playing one of those who survive then?

Second, the game aspect. CG was a "game within a game." It was fun to do even if you didn't play the character. I can remember a bunch of us just sitting around seeing what kind of characters we could generate. It's not overly time consuming either. With basic CG you can crank out half a dozen characters in an hour without any problem. There is also the, 'hey, this character sucks, I guess I'll try the scouts and hope he dies, and if he doesn't I might get a ship out of it' factor (not that I ever thought that more than a couple of times). [/QB]
Maybe so, but that's still not a particularly useful or practical way to make a character.
 
Yeah but you've got to admit that char gen was more fun than rolling 3D6 a half dozen times and seeing what you got and then fudging the rest if you didn't like it. Me, my crew would invent some hideous deformity or character fault related to the early departure from service for those that failed survival rolls. We came up with some beauties.
 
Yeah but you've got to admit that char gen was more fun than rolling 3D6 a half dozen times and seeing what you got and then fudging the rest if you didn't like it. Me, my crew would invent some hideous deformity or character fault related to the early departure from service for those that failed survival rolls. We came up with some beauties.
 
Originally posted by Border Reiver:
Yeah but you've got to admit that char gen was more fun than rolling 3D6 a half dozen times and seeing what you got and then fudging the rest if you didn't like it.
Nope, not really
.
It gives the player extremely little choice in the generation of his character. As such, IMO it utterly, utterly sucks as a practical chargen system. ;)
 
Originally posted by Border Reiver:
Yeah but you've got to admit that char gen was more fun than rolling 3D6 a half dozen times and seeing what you got and then fudging the rest if you didn't like it.
Nope, not really
.
It gives the player extremely little choice in the generation of his character. As such, IMO it utterly, utterly sucks as a practical chargen system. ;)
 
{Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}

Seriously, for many, CT CG was a game unto itself. A way to spend time between sessions.

Likewise, a common complaint about point-built and/or D&D style "Roll 6 times, then pick your class" is that players seldom push their own ability envelope...

In one GURPS game, which I was not participating in, but had been helping the GM with CG... One player I knew kept copies of all approved characters, with the name blanked out, as approved for starting characters in the game. So, when the character dies, he goes back to the same character as he had when he started that campaign. only with a different name. I've had similar things happen in Hero System. Most of the GURPS players I know build remakably similar characters time and time again.

Likewise, I know a player who, if it's D&D in any stripe, plays a dwarf fighter. Every time.

In CT, you have some choices. You have a lot of chances.
Survival, as it sits in CT, is officially "Dead", but there is an explicit optional rule in Bk 1 that it can be, with GM's permission, Injured out of service; not of need a crippling injury, just one that results in being no longer useful in your current role. (Like, say, 6 months of rehab...)

In MT, mind you, the default was injured out, and death is the optional rule.

If I want players to sculpt characters to some personal preconception, I'll run hero, EABA, CORPS, Vampire, or BESM.

If I want a game where players have to push thheir roleplaying a bit, then I run Traveller, complete with that game-within-a-game CG. If I'm running to conept characters, I may allow 1 skill per term to be picked, so as to define the concept.

It is far harder to take a point-based (or desire based) system and make it into a random-gen system than to allow desire-driven replacements for dicing in a random CG.
 
{Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}

Seriously, for many, CT CG was a game unto itself. A way to spend time between sessions.

Likewise, a common complaint about point-built and/or D&D style "Roll 6 times, then pick your class" is that players seldom push their own ability envelope...

In one GURPS game, which I was not participating in, but had been helping the GM with CG... One player I knew kept copies of all approved characters, with the name blanked out, as approved for starting characters in the game. So, when the character dies, he goes back to the same character as he had when he started that campaign. only with a different name. I've had similar things happen in Hero System. Most of the GURPS players I know build remakably similar characters time and time again.

Likewise, I know a player who, if it's D&D in any stripe, plays a dwarf fighter. Every time.

In CT, you have some choices. You have a lot of chances.
Survival, as it sits in CT, is officially "Dead", but there is an explicit optional rule in Bk 1 that it can be, with GM's permission, Injured out of service; not of need a crippling injury, just one that results in being no longer useful in your current role. (Like, say, 6 months of rehab...)

In MT, mind you, the default was injured out, and death is the optional rule.

If I want players to sculpt characters to some personal preconception, I'll run hero, EABA, CORPS, Vampire, or BESM.

If I want a game where players have to push thheir roleplaying a bit, then I run Traveller, complete with that game-within-a-game CG. If I'm running to conept characters, I may allow 1 skill per term to be picked, so as to define the concept.

It is far harder to take a point-based (or desire based) system and make it into a random-gen system than to allow desire-driven replacements for dicing in a random CG.
 
The trouble for me is that CT character gen (pre MT extra skills) is just too damn c@@p in skills to care about keeping a character, so if you have a Merchant with Admin 1, +1 Dex, Electronics and he's already pushing 30 you actually want him to accidently fall out of the air lock of a Oberlindes Line fat trader. That way at least his family get the insurance money...


Having said that, the often used house rule composite system of rolling skill points and assigning them to whatever skill the player chooses does allow CG to introduce a degree of pre role play role play into the game.
 
The trouble for me is that CT character gen (pre MT extra skills) is just too damn c@@p in skills to care about keeping a character, so if you have a Merchant with Admin 1, +1 Dex, Electronics and he's already pushing 30 you actually want him to accidently fall out of the air lock of a Oberlindes Line fat trader. That way at least his family get the insurance money...


Having said that, the often used house rule composite system of rolling skill points and assigning them to whatever skill the player chooses does allow CG to introduce a degree of pre role play role play into the game.
 
Originally posted by Aramis:
[QB] {Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}
I wonder myself, sometimes ;) .


Most of the GURPS players I know build remakably similar characters time and time again.

Likewise, I know a player who, if it's D&D in any stripe, plays a dwarf fighter. Every time.
So some people like playing the same sort of characters - since when is that a bad thing? Why is being lumbered with a character you don't necessarily want to play somehow "better" than having one you do want to play?


In CT, you have some choices. You have a lot of chances.
You have very few choices in CT. Pretty much everything is down to chance, and that is what I find intolerable about it as a chargen system.
 
Originally posted by Aramis:
[QB] {Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}
I wonder myself, sometimes ;) .


Most of the GURPS players I know build remakably similar characters time and time again.

Likewise, I know a player who, if it's D&D in any stripe, plays a dwarf fighter. Every time.
So some people like playing the same sort of characters - since when is that a bad thing? Why is being lumbered with a character you don't necessarily want to play somehow "better" than having one you do want to play?


In CT, you have some choices. You have a lot of chances.
You have very few choices in CT. Pretty much everything is down to chance, and that is what I find intolerable about it as a chargen system.
 
It's so common to generate the same type of character for different games that Robin's Rules calls it an Archetype, or something like that. Play enough games and people often will gravitate to one type of character.

This happens independent of game system. David Smart plays a Ronin. Jon Buller plays a Han Solo. Fred Vogel plays a Commando. And Val Dauterive plays a Combat Tech. Their personalities tend to be comfortable with roles like these, although they will break out of the role occasionally.
 
It's so common to generate the same type of character for different games that Robin's Rules calls it an Archetype, or something like that. Play enough games and people often will gravitate to one type of character.

This happens independent of game system. David Smart plays a Ronin. Jon Buller plays a Han Solo. Fred Vogel plays a Commando. And Val Dauterive plays a Combat Tech. Their personalities tend to be comfortable with roles like these, although they will break out of the role occasionally.
 
OK, Malenfant. I get that you don't like CT chargen. I get why. There are times when I feel the same way & either choose a different chargen or a different game.

But please try to understand that there are some of us who really do like CT chargen.

Indeed, when creating D&D characters, I sometimes randomly roll race & class & other player decisions. When my group plays Marvel Superheroes, random chargen is preferred.

It can be lots of fun to be handed a character & be challenged to play it instead of creating an entirely customized one. Indeed, as robject says, I have a bit of a tendency to always create basically the same character if I'm using completely non-random chargen. (And in GURPS, for some reason, I have a tendency to create utterly boring characters.)

CT chargen is also nice in that it creates characters that--taken as a group--fit the implied setting. Common skills are common & rare skills are rare without the designer having to figure out how to price them perfectly (which is impossible) or the players having to understand the setting.

Besides the fact that some of us find chargen to be a fun game all by itself.

Is it perfect? No. Does it have advantages? Yes. Does it have disadvantages? Yes. Do I use it in every campaign? No. Do I use it in some campaigns? Yes!

Heck, in straight Book 1-3 CT a character with 777777 and no skills can be a viable PC. We're not talking something like GURPS where you have a A4 sheet full of stuff that actually makes a difference.
 
OK, Malenfant. I get that you don't like CT chargen. I get why. There are times when I feel the same way & either choose a different chargen or a different game.

But please try to understand that there are some of us who really do like CT chargen.

Indeed, when creating D&D characters, I sometimes randomly roll race & class & other player decisions. When my group plays Marvel Superheroes, random chargen is preferred.

It can be lots of fun to be handed a character & be challenged to play it instead of creating an entirely customized one. Indeed, as robject says, I have a bit of a tendency to always create basically the same character if I'm using completely non-random chargen. (And in GURPS, for some reason, I have a tendency to create utterly boring characters.)

CT chargen is also nice in that it creates characters that--taken as a group--fit the implied setting. Common skills are common & rare skills are rare without the designer having to figure out how to price them perfectly (which is impossible) or the players having to understand the setting.

Besides the fact that some of us find chargen to be a fun game all by itself.

Is it perfect? No. Does it have advantages? Yes. Does it have disadvantages? Yes. Do I use it in every campaign? No. Do I use it in some campaigns? Yes!

Heck, in straight Book 1-3 CT a character with 777777 and no skills can be a viable PC. We're not talking something like GURPS where you have a A4 sheet full of stuff that actually makes a difference.
 
Originally posted by Malenfant:
[QB]
Originally posted by Aramis:
[QB] {Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}
I wonder myself, sometimes ;) .

Malenfant

You make good solid points. The original chargen system was something a ref could better do on their own time, for sure it was amusing to use to create NPC's.

For players, we ending up giving a pool of mods, or other cheats, but cheats they were.

Did you ever have a player who would rather roll characters than play? I mean, roll 7 or 8 a night, not "like" the way they turned out? Was not content unless he had a superman?

I would send him into the next room to bring back superman - the game had ways of dealing with such a player - they never learned how to keep a poor character alive, and so never really learned to keep a good one alive -

My argument in favor of the classic chargen is that, it's primary advantage is/was to get players to give a low stat/skill char a chance,thereby learning to play the game. (Tough characters produce weaker players? Not necessarily, I know)

The best players came up in that school of hard knocks, (I bet that you did!) - it is an accomplishment to have survived a few gaming sessions with the sharks I used to hang with - murderous rogues, all - I do miss all that.

Keep yo' powder dry, suh. (Alabamian drawl)

sojourner
 
Originally posted by Malenfant:
[QB]
Originally posted by Aramis:
[QB] {Snide Mode}Mal, Why exactly are you hanging out here???{/Snide Mode}
I wonder myself, sometimes ;) .

Malenfant

You make good solid points. The original chargen system was something a ref could better do on their own time, for sure it was amusing to use to create NPC's.

For players, we ending up giving a pool of mods, or other cheats, but cheats they were.

Did you ever have a player who would rather roll characters than play? I mean, roll 7 or 8 a night, not "like" the way they turned out? Was not content unless he had a superman?

I would send him into the next room to bring back superman - the game had ways of dealing with such a player - they never learned how to keep a poor character alive, and so never really learned to keep a good one alive -

My argument in favor of the classic chargen is that, it's primary advantage is/was to get players to give a low stat/skill char a chance,thereby learning to play the game. (Tough characters produce weaker players? Not necessarily, I know)

The best players came up in that school of hard knocks, (I bet that you did!) - it is an accomplishment to have survived a few gaming sessions with the sharks I used to hang with - murderous rogues, all - I do miss all that.

Keep yo' powder dry, suh. (Alabamian drawl)

sojourner
 
To be honest, I never used many cheats in chargen, just allowed picking skill lists, etc. after rolling, rather than before. I also usually allowed assigning rolls to stats, so the player doesn't get something they just can't stand.

I actually had a referee (in a FRPG) change my character's gender (size, attributes, etc.) through a really vicious piece of magic in the middle of the campaign. Actually became one of my favorite characters - eventually.
 
To be honest, I never used many cheats in chargen, just allowed picking skill lists, etc. after rolling, rather than before. I also usually allowed assigning rolls to stats, so the player doesn't get something they just can't stand.

I actually had a referee (in a FRPG) change my character's gender (size, attributes, etc.) through a really vicious piece of magic in the middle of the campaign. Actually became one of my favorite characters - eventually.
 
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