In another thread, I thought that character generation is a richer experience than world building. I didn't defend my statement, and I may be wrong.
It seems that chargen has a complexity in its steps that is missing from world-building, which feels more like curve-fitting algebra than anything else. Character generation, on the other hand, has completely random feature generation, followed by a few, key decision steps to be made.
Chargen is designed to be run by a human; that's why it is the way it is. World-building is designed to be run through a spreadsheet or other computer process. That's why it is the way it is.
What about representational power? World-building is king of data, using astronomical data -- always obsolete as soon as published, but it's consistent with a physics model. And yet, for Traveller gaming, most of that data is boiled down to rather basic characteristics. These characteristics have to fit together, but in the end they are just parameters into the game's mechanics.
It seems that chargen has a complexity in its steps that is missing from world-building, which feels more like curve-fitting algebra than anything else. Character generation, on the other hand, has completely random feature generation, followed by a few, key decision steps to be made.
Chargen is designed to be run by a human; that's why it is the way it is. World-building is designed to be run through a spreadsheet or other computer process. That's why it is the way it is.
What about representational power? World-building is king of data, using astronomical data -- always obsolete as soon as published, but it's consistent with a physics model. And yet, for Traveller gaming, most of that data is boiled down to rather basic characteristics. These characteristics have to fit together, but in the end they are just parameters into the game's mechanics.