Character Creation
This week I’m
working on the character creation chapter of Brahamanda. It put in me in mind
of the various types of character creation sections I’ve read, which ones were
effective, and why.
There’s a
sliding scale of character creation. Its poles are freeform or structured. On
the structured end, you have a lot of Oldschool games (AD&D pops immediately
to mind). You pick out the role and powers of your character from a list. On
the far end of free form, you have games like Fate where even the stats on the
character sheet are negotiable.
Back when I
first started gaming in the mid-90’s, the structured form was highly dominant.
Even the then avant-garde vampire the masquerade had you pick between clans of
vampire (they even had vampire mages).
My guess is
that designers were largely inspired by Dungeons and Dragons, which isn’t
surprising. RIFTS prided itself on its character customizability, but I always felt
like it cleaved closer to structure (albeit with tons of options).
Even in
those early days though, there was no ubiquity. Games like Call of Cthulhu
broke the mold, allowing you a lot of freedom.
Going back
to vampire, I remember the first time that it was explained to me I was excited
about how much I could customize my character. I could be a science nerd, or a
jock, or a public accountant, or…
The kind of
character generation informed the game that was played. In D&D, you had a
role you were expected to fill; the game had a place for you and your choice
was how to fulfil it. In Vampire, the role you filled (and how the game got
played) was based on your decisions at character generation.
I greatly
admire the freeform school of character generation, but I find a few flaws with
it.
Most notably
I’ve found it serves as a barrier to entry for a game. During the discussion of
“What is this game about?”, it becomes difficult to pin down the further you
wade into freeform territory.
ME: “Play
this game with me!”
PLAYER: “Cool.
What’s it about?
ME: “It can
be about whatever you want! It’s a magical tapestry of creativity!”
PLAYER: “So
it’s not about anything?”
ME: “Um…”
I’ve never
had this problem with games that enforce a more rigid structure.
ME: “Play
this different game with me!”
PLAYER: “Okay.
What’s this one about?
ME: “You
stab monsters.”
PLAYER: “…”
PLAYER: “Can
I stab them with fire?”
ME: “Yes”
Another
issue I’ve had, and definitely a more powerful critique, is the issue of
character relevancy.
Being able
to make a computer geek in a game of terrifying lords of the night can cause
some powerful tonal dissonance. That’s not always a problem (tonal dissonance
can be awesome) but it means in a high-stakes political intrigue between
warring vampire clans, you can get stuck playing Urkel.
The problem isn't purely tonal either. There were a lot of times where I made a character
in Vampire and sat on the sidelines during 9/10ths of an average session. Not
because my character had nothing to do, but because I thought being a
gravity-wizard would be cool, so I blew all of my build points on being able to
levitate things and I couldn’t tie my shoes without falling on a stake.
So, with
structured character generation, you sacrifice some player agency in order to
be able to get playing quicker with a near-guarantee that your character will
match the tone and form of the game. Which, in my estimation, is a lot like getting
a college degree by trading your ability to shoot yourself in the face.
Fate does a
pretty remarkable job of taking the extreme of free-form and coupling it with
mechanics that guarantee your relevancy, which is impressive rules tech. It
leans very strongly on the social contract to enforce tonality though. It also
asks you for a lot of information about your character up-front, which can be
intimidating for a casual player.
With Brahamanda!!!
I wanted something simple and concrete. It’s been designed so that there are
wide customization options, but that the core mechanical relevancy of your character
is never jeopardized.
Again this
apes the genius of the previous game. The use of the central die-mechanic (the “Lake”)
and the careful choice of skills meant that you couldn’t actually make a
character that wasn’t some variety of kung-fu badass. But you could be a
doctor, a courtier, a warrior who could blast lighting from his nose, etc.
I wanted to
retain this brilliant mix of ease of character creation, high degree of customization,
and guaranteed mechanical relevancy.
As with
those games, we designed a massive list of special kung-fu which could be
selected to customize your character. We’ve grouped them by theme and clarified
what each can do. It’s now very easy to try, for example, a fast build, or a
strong build, or tough, or ranged.
There are
now distinct “tiers” of play, with a clean discussion of what to expect at
each. This helps inform game experience and is a useful tool for GMs and
players to discuss their expectations of the game.
There are
also, for the first time, a selection of Races to choose between. They are
based on Hindu Mythology, as well as Chinese folklore. In addition to Humans,
there are Preta, Uplifted Animals, Rakshasa, Asura and Deva.
The
Loresheets of yore (which allowed you to “buy” certain plot threads, making
them relevant to the story) have been greatly revised into a broader rule set
called Dharma. These rules are a living part of the character, granting them
character build and advancement options, a destiny, and a means for
advancement. They even have unique consequences for violating your fate, driving
play into exciting and unexpected directions!
So, for the
casual gamer, we have a character creation system where a few high-impact
decisions lead to a perfectly fun and playable character. For the discerning
veteran, we have a vast amount of options to tinker with. The broadness of the
Dharmas, coupled with robust rules for obeying or defying them, couple the ease
of structure with the freedom to break the mold.
Not a bad
compromise.
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