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?Originally posted by Malenfant:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
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.
</font>[/QUOTE]better is a relative term. I, as a GM, despise carbon-copy characters. I'm in it to see a variety of different PC's succeed (or even fail, if they earn that failure).
Playing the same character in incarnation xx is BORING for me, as a GM, and Boring to those who try new things.
Players who take and resurrect a favorite character by going back to a "Saved Version" may as well be playng Paranoia or CRPG's.
In short, playing a particular archetype is a major bit of lazyness on the part of the player so doing. Fine, if the group acccepts it. Most of my players don't, and I as a GM don't.
In fact, I see determinism as the biggest flaw in most current games CG models.
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. </font>[/QUOTE]Lets see:</font><blockquote>quote:</font><hr />In CT, you have some choices. You have a lot of chances.
Roll atts, yup no choices
Pick service. That is a choice... could be overridden in next step.
roll to get into service: Hmm, chance rears ugly head.
if not in service now, take draft.
Roll commission, promo.
Pick tables to roll upon for skills. Chocies... 1 or more per term.
Roll skills.
Pick which skills from the cascades rolled.
Decide whether or not to attempt reenlisment.
Roll for reenlistment.
MT allowed somewhat more choices, by increasing the number of cascades.
TNE allowed even more choices; other than 1st term in a given service, skills are purchased.
2300: same as TNE, except that even 1st term has chosen skills purchased, in addition to the free ones.
TNE was a revamp of T2K 2E... and had essentially the same mechanics, along with DC.
T2K1E was very fatist in CG. Lots of rolling. And you knew you'd wind up US Army Infantry...
The common theme amongst most GDW games (Traveller; 2300; T2K; DC) was that you are NOT in total control of your charaacter's development, but that you have choices to make, and those choices are reflective of the types of choices and outcomes which the real world puts forth.
The few that didn't use fate in CG were oddballs, not the mainstream: Cadilacs and Dinosaurs, Space 1889. Both were fast to play, and well done, but lacked both the minigame aspects of Traveller CG, and the thrill of playing a character who at first looked unpromising.