The Forge Reference Project

 

Topic: Why Choice Sucks: the Beauty of Random Generation
Started by: greyorm
Started on: 11/6/2004
Board: RPG Theory


On 11/6/2004 at 9:40pm, greyorm wrote:
Why Choice Sucks: the Beauty of Random Generation

Recently, I was trying to make a TROS character for a game starting via Indie-netgaming and about five minutes into character creation, I realized something: I had no idea what the heck to put where!

Now, I don't mean the rules were confusing in that they didn't tell me what went where, or how to derive and place points into the various stats. Rather, having not played TROS before, I did not know what I should be placed where, how the various scores I could place would function in play, and thus which scores would best serve my purposes in which particular categories.

Does that sound like Gamist resource management? Or like I am trying to beat the system? Though it could be, it isn't. Consider that if I want to play a particular type of character (which is the usual argument for the use of choice-based character generation) I need to place my points "correctly", so that once in play the actual character effectiveness in particular categories meet my expectations of the character's effectiveness in those categories.

While I could gain answers to all my questions about designing a character by posting to the appropriate forums and asking the right questions (as well as recieving the right answers), I really should not have to consult anything other than the reference book in order to create a character I can feel comfortable with in play. Yet time and again, I find new systems produced where you actually have to have played once or twice in order to really understand the act of character creation itself (in that system) in order to produce a personally-viable character by choice, or have the help of an experienced player of that same game in order to produce a character that will meet your expectations.

I dare to proclaim that this state of affairs is not good for the hobby, as it reduces the chances of selling these games to new groups who do not have an established member-player of a particular game, someone who can function as the character-creation sounding board for the group (ie: "What will happen if I put X into Y? Will he be able to do Z?")

Point-based, choice-based character creation: it's the devil, I say. Give me the purity of a randomized character creation system!

Given that there is generally strong opposition to randomness in modern design, mainly (it is argued) because RPGs should be about playing a character you design, that it is better if you are "involved" in the character's design. The vote against randomness in generation is solidly defended as a fact: one must be playing the character they want to play.

However, I fail to see any compelling reason why one would, by default, be less involved in the playing out of a character over whom they had little or even no initial design input. Actors do this constantly -- they do not design or create the personas they play, yet they make these characters their own, and connect with them as "their" character(s). To me, then, the most given argument as above seems a dodge based upon something other than the player's "involvement" with the character via design.

Obviously, the benefits I am going to talk about will not appeal to everyone equally (or possibly even at all, though I view that reaction as remote if one is considering rather than reacting) but I suggest that there are major benefits, often overlooked or disregarded because of the concept of "what an RPG is" or what you are "supposed to do" (or be allowed to do) with an RPG. So, clear your head of previous judgements and consider...

There are many joys to randomization, such as the fact that it makes character creation easier. Absolutely none of the knowledge discussed above is remotely necessary to make a character with randomized methods. Instead, you roll some dice, and as long as you understand how to roll the dice in play, *bam* you've got something you can sit down with and discover as you play.

Random character generation also prevents the dreaded "system abuse" most gamers are so girlishly-squealing fearful of. There is no number or skill juggling to make that "perfect" character, mechanically, so for those looking for a leg up through superior knowledge of the rules and/or mathematical competence, they are instead forced to win with what they are given. In many ways, that can be the best sort of challenge, and the most rewarding.

This also has the added benefit of making each new character a new challenge. The system might be known after the first character, and with point/choice-based character creation, you know how to work the system to produce the various effects you desire, and often to the best effect. However, when the character is a random design, working the angles with the limitations and benefits of each new character is as fresh as it was with the first one: a process of testing, exploration, and discovery lending a newness and tension to each event.

For those concerned about such issues, random generation also produces more "realistic" characters if the system is set up right. There is no choosing of advantages and disadvantages that often result in the "one-armed blind albino midget genius acrobat" problem, nor other similar mechanical tricks often utilized to front-load characters once a system's loopholes are well-known.

Random character generation also forces an individual to play a role, a role they didn't choose, so they have to make it work and make it their own. Or as I would put it, randomness encourages non-ego-based character creation and non-ego-fantasy play, which (tangentially) is the bane of my existance and I hate to all ends of the earth. This also puts a stop to those (honestly annoying) players who play the same, eventually tiresome character in every game, such as the guy who only plays dwarves who all act alike, or the girl who only plays the bitchy, snooty paladin.

Randomness also encourages creativity. One must work out how all the disparate elements fit together for this character, how he (or she) came to be the way he is. This forces thought about the character, retro-fitting and gap-filling, which is usually an extremely awarding process when one is finished.

A common problem I have run into over the years regarding character creation is that for many players, including myself, one does not truly get a handle on one's character until the character has been experienced in play, often over time. In such cases, having to design the character only adds a level of complexity and frustration to character design, since the very design, via assumptions developed during generation which inform the character's design, may lead to unplayability.

In such cases, randomized generation can be quite liberating, as one is not constrained to pre-conceived notions of "what the character should be like" during the design process, one simply enters play and discovers what the character they have recieved actually is like, unbound by the preconceptions that would have been necessary in the character's original design choices.

As I mention above, random character generation is good for the hobby. It allows new blood to enter into the hobby, or into new games, without necessitating a great deal of system knowledge on their part, speeding entry into new venues of play and encouraging a wide variety of experiences.

Finally, keep in mind that I am not merely talking about "Random Ability Scores", here, but the whole ball of wax: skills, attributes, personality, appearance, background, special powers, etc. For example, I have heard Warhammer is like this: everything is random, and you often end up with lame beggars as characters, rarely with powerful wizards. I have heard gamers complain endlessly about this, yet I think it sounds incredibly fun!

That said, I am also not necessarily advocating complete randomness always and everywhere (even Warhammer allows some few choices). There are obviously different types of randomness, ranging from less to more, circumscribed or open (particular choices or previous results limiting the range of possible results), and various applicative limits (ie: "Just Attributes will be random" to "Everything will be random").

It also occurs to me that I should mention random character generation could be used to good effect in any of the GNS modes. As I forsee some complaint about this restricting Narrativist goals, let me state up front that I do not see a problem with having pre-defined characters in a situation, since the ultimate Theme -- the answer to the Premise -- remains up for grabs.

Some individuals may be selfishly inclined towards complete control of their avatar, to the detriment of their own enjoyment; I see the desire to maintain control over design as more of an "issue" rather than a "preference." Obviously it can be the latter, but in the majority of cases, it is the former masked as the latter.

In fact, if one refers to the recent thread of mine about Typhoid Mary, one finds that restricted choice and freedom of choice have little to do with Narrativism, except when it comes to answering the Premise. Otherwise, it does not appear to cause major suffering or impact upon that particular mode of play. Yet this belief is a trap into which I myself fell easily, thus my suggestion of masking above.

Other modes of play can be discussed later, if anyone so desires to detail the supposed drawbacks and likely benefits for each, though some are touched on in the above noted benefits.

So, there are great benefits of utilizing randomized character creation in one's design. Far from the process being an artifact of "stone age design" or "restrictive", I hope at least one of the items detailed above will convince folks to give it a try in creating their own systems, or at least include randomizing systems alongside choice-based design. Random character generation is a boon, particularly (if not expecially) for more complex game systems, and I (for one) would like to see more of it.

Forge Reference Links:
Topic 13259

Message 13312#141990

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/6/2004




On 11/6/2004 at 10:43pm, b_bankhead wrote:
Randomization sucks, thats why we have choice based systems

The reason we have choice based generations systems is, I think primarily because so many people had highly negative experiences with random generation. I know I did which is why I automatically reject any system primarilly based on it.

Random generation is a disaster for gamist play because it is inherently going to create unequal characters. Gushing about how this is a 'challenge' or 'liberating' simply doesn't change this fact. Some players are going to start out with unequally effective characters. This is not good for gamist play.

Also many people , as a matter of fact simply didn't like the characters foisted on them by random systems. This lead to any number of in game suicices as playter got rid of undesireable characters and rolled up new ones.

Also random systems tended to produce lots of bizarre or inappropriate characters. Again calling the gyrations necessary to accomodate this 'creativity' doesn't change this.

Random systems tended to devolve to 'roll until you get what you want ' systems or 'pick what you want from the list' systems as [people got sick of undesireable characters. ( think of all those D&D fighters with 18/00 strength, something that should occur only 1 in 21,600 roles).

A person who is as concerned about optimization as the example you give of yourself isn't going to loose that concern with a randomized system.

The answer to the problem? Don't design player creation systems that require extensive knowlege of the system to produce a 'good' character. Or simply let people design by concept and toss out the build points which almost never achieve their goal of mantaining balance anyway.

Message 13312#141993

Previous & subsequent topics...
...started by b_bankhead
...in which b_bankhead participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/6/2004




On 11/6/2004 at 11:48pm, anonymouse wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I love random character generation.

Personal thoughts and responses on the subject:

I tend to get really hung up on the -core- of the character I'm trying to come up with; I get wishy-washy about whether or not this thing I'm trying to come up with is "cool enough" or "interesting enough", et cetera. To the point where I usually just give up on the game and get bummed out about ever enjoying roleplaying again.

Most of this can be worked around with that bit of random generation that's still with us: lifepath! I think Burning Wheel uses this; other examples off the top of my head are Mekton Zeta (most RTalsorian games use lifepath, I think) and MechWarrior, and there's a supplement for D&D3E with lifepath (Hero Builder's Guidebook?). Lifepath is super-liberating for me: randomly create this guy's life, relationships, big skill packages, then assign any extra points to mesh with what happened during lifepath.

Another facet I know is working in my subconscious is many, many formative years playing computer/console adventure and roleplaying games. I am incredibly comfortable with taking a pre-packaged avatar/character and fully enjoying putting them through the game's paces.

For me, random- or pre-written characters are all about quickly getting into and playing the game. The game is what I'm interested in most, not necessarily the race car or top hat I'm using to interact with it.

Summary: I wish more games had it, either as an option or mandatory.

Specific responses to b_bankhead:

Random generation is a disaster for gamist play because it is inherently going to create unequal characters. Gushing about how this is a 'challenge' or 'liberating' simply doesn't change this fact. Some players are going to start out with unequally effective characters. This is not good for gamist play.

..what? Challenge is part of gamist play! It's for we who want to play a game. And it's part of why it's fun to do gamist roleplaying, as opposed to just playing Puerto Rico or something. It's bragging rights: I took Ruddy the Beggar and turned him into Redhand the Beggar-King. Sure, you had Prince Jaeger and slew the dragon, but so what? You had your ancestral sword and God's own favour.

Also, game balance is for sissies. Not to mention completely irrelevant to discussion (inherent benefits of random character generation), as we will explore next!
Also random systems tended to produce lots of bizarre or inappropriate characters. Again calling the gyrations necessary to accomodate this 'creativity' doesn't change this.

This suggests that "random" is the same as "every possible outcome the universe could generate". i.e. a system based on rolling 1-1000 for everything your character has. What about a range of 4-7 on a roll-under d10 system? What about rolling d6 and the number corresponds to a pre-constructed skill package? What about that 1-1000 system that rewards you with cool gear or relationships if your point total is far below the highest or average characters?

This is what I mean by balance is completely irrelevant to the discussion. Either a random-character-generation game will take this sort of thing into account, or it won't. If it doesn't, chances are random generation was tacked on to a game and not designed with it in mind. It has nothing to do with the concept itself, except that you need to pay attention to how your game interacts with its different parts. Which is.. not exactly unique.

I will totally accept that many people might not like this style of character. That's.. hmm, someone'll correct me: either Social Contract or Creative Agenda. Or both. Either way, that's like saying apples are a bad idea, because some people won't like them. This is the same with your example of the 18/00 fighters: those people didn't want random characters, they wanted their cool Conans and Merlins. That's great, it's awesome. But, again, all it means is those people did not want random characters. Can you really slight the random character concept because.. someone didn't want to use it?

I put forward that your many people who hate random character generation do not hate it because it is somehow the tool of the devil; they think it sucks because either that generation method was internally incoherant with the game (playing dungeon-crawling adventurer heroes who don't have better than 5 in any stat doesn't exactly work) or they had their heart set on playing Conan, got stuck playing Stable Boy Pudge, and couldn't get over it and advance the character (for any number of reasons, including social and mechanical). Their negative experience is with the game, and the random generation is just the fall guy.

Message 13312#141994

Previous & subsequent topics...
...started by anonymouse
...in which anonymouse participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/6/2004




On 11/7/2004 at 6:25am, Eero Tuovinen wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I'm a big fan of randomness. My overall theory of roleplaying considers the System only in the terms of oracle systems - it's all about setting limits and giving direction for imagination. Most historical oracles from throwing bones to I Ching have been unforgivingly random.

Actually, I'm so big a fan of randomness that not only most of my character creation is random, much of my game play is, too. Lately I've bypassed the whole hassle of adventure creation for my fantasy adventure game with certain kind of customized random encounter tables, for example.

Controlled randomness is a vital part of design, you could say that complimented by bound customizing (like what's done in HQ) it's all there is to roleplaying.

Message 13312#141998

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 7:03am, jdagna wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

For me, there's one simple reason I'll take random generation whenever possible: the characters come out more complete and more real.

If I sit down to do a designed character, I come up with exactly what I expected to. It's an interesting character, sure, but it's still basically two-dimensional. Everything fits my original vision, and for that very reason, the character can't ever be more than my original vision. I have good visions, don't get me wrong, but I'm still a human being and inherently limited.

When I sit down to do a random character, the dice almost always deliver up some surprises. A scientists who's not bad in a fight if he has to be, a soldier with great physical toughness, but no willpower, a charming leader who has absolutely no clue what he's doing. I could certainly have sat down to design any of these characters, but by having to explain the quirks, they take on a third dimension. They are real people, not game constructs designed to do x, y and z. In a point-buy system, many of these characters would be deemed inefficient and a waste of points.

And that brings up the game balance issue, which is a complete lie. Point-buy systems have NOTHING to do with game balance. I played GURPS for years, and discovered that hard-core GURPS players see character creation as half the game. The challenge is to get the best (i.e. least-balanced) character despite having the same number of points to spend. If a newbie and a 10-year veteran player both design soldiers, I'll guarantee you that veteran's PC will mop the floor with the newbie, even if the newbie gets more points to spend. How many of us here already know that Intelligence and Dex are more valuable to sci-fi GURPS characters than Strength and Health? Even though they don't cost more. Where's the balance?

Or how about my college "detective campaign"? I spent a lot of points on investigation, interrogation and political contacts, thinking that these would be useful. My roommate said the CIA wanted to kill him and his crippled sister and then dumped all of his points into shooting. During the campaign, the CIA and the sister never showed up once... and I rarely got to use any of my investigative skills or contacts because all of our "cases" followed this model: receive an anonymous tip on location of bad guys, kill bad guys, find clue. Wash, rinse, repeat. Sure, this is the GM's fault, but at which point did the system help make these characters equal?

Now, I'm not saying that point-buy and designed character systems are flat-out bad. They certainly fit well with some play styles and gaming groups. To each their own... but for me, even a poor randomized chargen beats a well-done choice-based system.

Message 13312#142001

Previous & subsequent topics...
...started by jdagna
...in which jdagna participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 8:44am, Simon W wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Yep,
I need to add my vote for random character generation, for essentially the same reasons as posted above. I made the main character generation rule for It's a Dog's Life to be random, but have included an optional 'point-buy' system in the 2nd Edition, just to cover all bases. For Dreamscape (forthcoming) it is even more appropriate to generate stats randomly, but again, I have decided to pander to players who hate this and have optional point-buy rules too.
It probably doesn't hurt for most games to give both options, to be honest. However, I think for some types of game random generation works best and for others the opposite is true. I just can't think offhand of specific examples.

Simon W
http://www.geocities.com/dogs_life2003/

Message 13312#142002

Previous & subsequent topics...
...started by Simon W
...in which Simon W participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 4:37pm, efindel wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Something that I haven't noticed anyone mention so far in this thread is that there are degrees of random generation. It might be good to distinguish what is randomly generated about a character.

For example, many "random" systems randomly generate attributes, and stop there. Other "game stats", such as class, skills, race, etc. are left up to player choice. That choice may be somewhat restricted by the generated attributes, but it still exists.

Some randomly determine other "game stats". For example, the original Top Secret system randomly determines what "Areas of Knowledge" (skills) a character has, and randomly determines their ratings in them. I don't have any of them here to refer to, but I remember some of the Palladium systems "officially" working with random generation of race and class. The Arduin systems have a set of tables for "special abilities" depending on character class.

Lastly, and what always annoyed me the most, some systems randomly determine factors that aren't actually used in the game, but help to define the character. E.g., AD&D had random generation of character height, weight, and age. Original Top Secret randomly determined height, age, and whether or not the character needed glasses/contacts. I recall the Palladium games randomly determining alignment and having a random table for insanities.

Most of you are probably talking about random attribute generation, but the term "random character generation" makes me think of the horrors of those systems where class, race, skills, etc. are random.

There are also degrees of randomness -- e.g., the difference between the classic 1st edition AD&D "roll 3d6 for each attribute, in order" and "roll 3d6 six times, place the scores in the attributes you want" or "roll six sets of character stats, choose which set you want". Different methods have different characteristics.

Some systems have "whiff-proofing" built in. E.g., "reroll all 1's" when generating AD&D characters. I've also seen systems where if the total of the character's attributes was less than a certain threshold, the player could start over.

I recall some systems where attributes were randomly generated, then totaled, and the player then got some points to distribute -- the lower the total, the more points the player got. This provides some whiff-proofing and some player choice.

At any rate, what I'm trying to get at is that a blanket statement like "random generation is good" or "random generation is bad" seems to me to be ignoring the huge amount of variation in what "random generation" is.

Message 13312#142008

Previous & subsequent topics...
...started by efindel
...in which efindel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 5:31pm, madelf wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Personally I'm a big fan of random generation at character creation (the full-scale kind) with point-buy modification as the game progresses. The best of both worlds (IMO) it gives you the challange of playing a character you might not have thought of, while allowing you to tweak the character as you like after the fact. (I also like playing with pre-generated characters and making them my own, to the point where I've been known to swipe an npc out of a module and make it my pc)

Sidestepping the precise topic a bit (though I think it's related enough to be pertinent), I believe the majority of gamers actually prefer guided (if not actually random) character generation more than they think they do. As evidence, I offer the number of popular games using classes, templates, package deals, or whatever the new word of the day is for "here's a character you can play using only minor modification rather than starting from scratch."

Message 13312#142011

Previous & subsequent topics...
...started by madelf
...in which madelf participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 7:40pm, timfire wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

The only thing I'll add is that, IME, random chargen creates a different experience than... umm, 'player-chosen' chargen.

'Player-chosen' chargen makes play about doing the thing you want to do.

Random chargen makes play about conforming to this PC/role that you didn't invent, and trying to give meaning to that randomly generated PC/role.

Either is 'better,' just different.

Message 13312#142019

Previous & subsequent topics...
...started by timfire
...in which timfire participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/7/2004 at 7:58pm, Cup of Iron wrote:
Re: Why Choice Sucks: the Beauty of Random Generation

greyorm wrote: Consider that if I want to play a particular type of character (which is the usual argument for the use of choice-based character generation) I need to place my points "correctly", so that once in play the actual character effectiveness in particular categories meet my expectations of the character's effectiveness in those categories.


I find this bit interesting. What do you mean by expected effectiveness?

I think the answer to this is more telling that the rest of your post.

Message 13312#142021

Previous & subsequent topics...
...started by Cup of Iron
...in which Cup of Iron participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/7/2004




On 11/8/2004 at 12:18am, Ben Lehman wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I think that the false-dichotomy in this thread is stunting it a bit -- random vs. point based. This is not all there is to a character generation system.

For example, there is also the "one from column A, one from column B" sort of character generation. Sadly, in many previous examples (RoS, WoD, etc.) this sort of chargen is also combined with an often complicated series of smaller point pools, but there is no need for things to be like that. I feel sort of bad using my own game as an example, but in Polaris, character generation is "Choose two traits (from a list) and one name (also from a list.)"

Speaking of names, that brings up another type of character generation -- decided. For instance, when I run D&D games, I often let the players simply decide what their attributes are. No points. No dice. Just whatever they want.

I think that all character generation systems involve one or more of these elements, but usually several: Fortune, Points, Choose From List, Free Choice. Are there any others?

For example, D&D is all of these in some aspect: (Random for attributes, points for skills, choose from list for feats, spells, race and class and free choice for height, weight, age, name, background and appearance.)

Sorcerer has three of these: Points for attributes, Choose From List for descriptors and demon powers, free choice for Kicker, names, background and demon.

I agree with Raven that Fortune is often overlooked in modern game design as a character generation technique. But are there limits to that? Is purely random chargen fun?

yrs--
--Ben

p.s. edit: Just to tie this back to the original thread topic, I think that "choose from list" in particular has the ability to eliminate "bad choice" in the same way that fortune can. Especially if the list is small.

Message 13312#142031

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 1:49am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Sounds like a feature pointed out as a bug.

System mastery (there's gurps example is in this thread) is a gamist prize. It's more than character development, it's a way you yourself have improved in skill with the activity in question.

Getting what you want is a skill like it is in sport, where you want to get a certain effect but have to play and practice to get it. The sport isn't broken if you don't get it straight away.

Basically sounds more like a simulationist desire (I want to explore a hero who is just like so and so) clashing with a gamist design (outside of its nar bits, TROS is quite gamist).

I mean, random stats? As someone else said, a 2E D&D hero with 5 strength doesn't suit gamism...but to explore that purely at an imaginary level there's quite a lot of interest there I can see. But tactics wise, screw that!

Message 13312#142033

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 1:59am, xiombarg wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Ben Lehman wrote: Speaking of names, that brings up another type of character generation -- decided. For instance, when I run D&D games, I often let the players simply decide what their attributes are. No points. No dice. Just whatever they want.

Right. I'd like to note in passing that Pretender does this, and quite successfully, I like to think.

Message 13312#142035

Previous & subsequent topics...
...started by xiombarg
...in which xiombarg participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 2:04am, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Hmm, I have mostly abandoned random character generation because of the wiff factor. I have personally played too many characters who were randomly generated who had nothing they were particularly good at. To me, it is not fun to be playing a character that almost might as well not be there. As a GM, I noticed that with random generation, I kept escalating the bar that random rolls had to meet to not be considered a wiff and be re-rolled.

I did explore using random generation to allocate from a fixed pool, but I never really achieved a satisfactory result when working with attributes. My idea was to randomly distribute "10 points" worth of attributes (or whatever). Of course this does still have a wiff factor if different combinations of those 10 points can be significantly different in effectiveness. Depending on the system, all attributes being close to average could be ineffective, or having one attribute extremely low could be ineffective.

I did have better success with randomly assigning skill levels. For the longest Traveler campaign I ran, after determining how many terms the PC had served in pre-play, the player rolled on a table to find the distribution of skill levels. Some characters would wind up with a few really good skills while others would wind up with a broader range of skills (but still some good skill levels - no one could wind up with 1 level in every single skill which probably wouldn't be very effective in play).

Now I could see taking Ben's point of pick one from column A, one from column B, and one from column C, and randomizing those choices and having a workable system.

But you still have some potential sources for problems. What if random creation creates a strong-dumb character but the player really is tired of playing such? What if random generation produces 5 doctors and no starship pilots?

Increased realism was brought up as an advantage of random generation, and that is valid to a point. The validity ends when there is a selection mechanism. Sure, only one in a million people might make a good startship pilot, but if the premise of the game is that the players are operating a starship, then they will have that one in a million person as a PC. Of course that selection mechanism should function in a player choice system also. Once the starship has a pilot (and perhaps a backup), there shouldn't be any more pilots generated (and we saw this in my Traveler game, people tried to come in with new pilots when there was already an overabundance of pilots, and the existing players said "No, we can't use another pilot, why don't you play a doctor?" This happens all the time in D&D ("We already have a wizard, we need someone who can fight.").

So one way to do random generation that produces a "complete" group of PCs if such is necessary to the game is to put each important ability on a card and then deal the cards to the players. If there are several tiers of importance, one could make several decks (column A, colulmn B, column C, etc). This way the starship gets a pilot, a doctor, a science officer, a marine, an engineer, and a merchant, but with three players, the six roles could be divided into 15 different sets of pairings (if I've done my combinatorial math correctly). Of course more possibilities are possible if there are some columns that don't have any required abilities. If you have a column with fewer required abilities than players, there are lots of ways to solve that. For example, you deal everyone one card. If all of the required abilities got dealt, you're done. If not, everyone who got a required ability sits out, and each remaining player in turn discards their card and draws a new one. Rinse and repeat until all required abilities are drawn.

In all cases, I feel that it is required that the generated group of characters both be believable, and provide close to equality of play value (whatever that means to the particular group of players). I think system choice can helo in the latter and setting choice can help in the former.

Frank

Message 13312#142036

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 2:07am, TonyLB wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I don't think the enthusiasm is for randomness when a certain result is "required" (i.e. a high strength for the warrior you've decided you must play).

If anything, what gets me excited about random character generation is that it can force you to question whether you really must play that warrior. In 2nd edition D&D, in many groups I played in, if you rolled a five strength the answer was not "My warrior can't live with this", it was "I guess I won't be playing a warrior then". Is it possible to do that badly in all stats? Yes, but exceedingly rare.

What was more common was to see things like "God, another weakling with high intelligence? What are we, a pack of wandering scholars? Hey... actually... that's a sort of neat idea. But we've got that one guy who's so perfect for a thief... what would a thief be doing trailing along with a group of bookworms?"

One of the notions I've grown fond of here on the Forge is that a GM should give players a choice, and be absolutely okay with whatever way they choose to make that choice... it makes the game better, even if the players do everything exactly the way you'd have done it yourself. I think that if you treat the dice as a player then random character generation encourages the same sort of openness... you come into the process of making a character with a healthier attitude, even if the dice then roll exactly what you would have chosen yourself.

Message 13312#142037

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 2:34am, xiombarg wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Well, I will note, with reasonably freeform chargen, there's nothing to stop you from having some general random tables/lifepaths, and then making the character in question based on what you roll up using the actual system. I believe the Central Casting series of books from Task Force Games was based on this idea, though there was some contraversy over the authors injecting some of their personal beliefs into the tables, such as listing homosexuality as a "Dark Side" trait.

Message 13312#142040

Previous & subsequent topics...
...started by xiombarg
...in which xiombarg participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 3:07am, Ben Lehman wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

xiombarg wrote:
Ben Lehman wrote: Speaking of names, that brings up another type of character generation -- decided. For instance, when I run D&D games, I often let the players simply decide what their attributes are. No points. No dice. Just whatever they want.

Right. I'd like to note in passing that Pretender does this, and quite successfully, I like to think.


BL> Absolutely. Pretender is totally ground-breaking in this regard. For people interested in how purely decision based chargen looks in a non-freeform context, I urge you to check out this game.

yrs--
--Ben

Message 13312#142042

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 8:17am, M. J. Young wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Good post, Raven. I did some articles on character generation for Game Ideas Unlimited last year, and random generation got strong marks from me for a lot of the reasons you posit here.

Bankhead's comments about the negative aspects are worth considering.

• Random generation creates unequal characters which are detrimental to gamist play.• Players often don't want or like the character they wind up rolling.• Some characters created are wildly inappropriate or ineffective.

All of this is not the fault of randomized generation itself, but of flaws in early designs.

For example, D&D began with the idea of all characters being created by rolling 3d6 for each of six scores. This created characters who tended toward a defined average. It overlooked the fact that player characters were, presumably, already the outstanding members of their communities, and should have at least some above average scores in specific areas. In BD&D1, if I recall correctly, this problem was addressed by having the referee review the characters rolled and call for new characters whenever any was likely to be unsurvivable. Of course, this assumed that the referee had sufficient experience to make that call. OAD&D addressed the problem with four Methods of creating characters:

• Roll four dice for each score and keep the best three.• Roll twice as many scores as you need and keep the best six.• Roll each score six times and keep the best roll.• Create twelve characters and keep the best one.

Each of these was designed to provide an above average character of some sort, with different advantages and disadvantages to each method. With Unearthed Arcana, though, a considerably better approach to player character generation was devised, known as Method V. This approach allowed you to select your character's profession (class) first, and then gave you support for rolling that type of character. You would keep the best three of nine dice rolled for that ability score that was most important to that type of character, of eight for the second most important score, and sequentially down to a straight three dice for the score least important to that character type. This assured that your important scores would almost certainly have strongly above average values, while the unimportant scores had the normal odds of being good.

Devising a system in which the random generation is geared to produce appropriate characters answers all Bankhead's objections, while at the same time enhancing the very advantages Raven sees in randomness. Further, as the OAD&D example shows despite its age, choice can be incorporated into the randomness such that a player doesn't roll "a random character of some sort" but rather "a random character who is likely to be a superior example of a specified type"--exactly the goal Raven observes point based systems do not achieve for first time players who do not know how to create that character from the resources provided.

I should also put in a positive word for point-based systems, as well. One complaint about these is that in reality all men are not created equal, and building even a perfect system in which your strengths and weaknesses genuinely balance each other is unrealistic. A randomized method of determining available points for the character overcomes this, forcing one player to work with perhaps three quarters of the "normal" point total while another can have an extra twenty-five percent above "normal". (Of course, this should be "normal" for the unusually talented sort of character that is a player character type, however that works for this particular game.) It would also be feasible to let a player spend his points to buy random bonuses. For example, an adaptation to a D&D system would allow that the player can roll 3d6 for any ability score free, but by spending points on that score he can add a die to the roll and take the best three. Similarly, he could roll 3d6 and then spend points for the right to pick up any one of those dice and roll it again, stipulated that he doesn't get to keep the old number if the new number is worse. He could spend a lot of points to get an 18 out of that, but he is more likely to settle when at least two dice are at least five and the third is not less than four, because at that point it's not cost effective to push it.

The point, I think, is to develop a character generation system that combines some amount of random development with some amount of choice. Some lifepaths, some choice systems, some dice-based, and some point-based systems do this effectively.

--M. J. Young

Message 13312#142048

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 7:59pm, jerry wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

efindel wrote: Lastly, and what always annoyed me the most, some systems randomly determine factors that aren't actually used in the game, but help to define the character. E.g., AD&D had random generation of character height, weight, and age. Original Top Secret randomly determined height, age, and whether or not the character needed glasses/contacts.


Men & Supermen also allows for random generation of blood type, a feature that is not used anywhere else in the game rules.

What I went with in M&S was complete player choice--no points at all--vetted by the rest of the players and GM. But if you don't know what you want, there is always a random roll to help you choose.

When I first started writing it, I tried to create a more choice-oriented in-rules approach. It ended up becoming too much a part of the game, as others have noted about other point-based systems. Once I decided to chuck the whole thing and say "you can choose whatever you want, as long as the other players agree, and if you don't want to choose, you can roll randomly", I haven't seriously looked back.

Jerry

Message 13312#142091

Previous & subsequent topics...
...started by jerry
...in which jerry participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 8:40pm, Sydney Freedberg wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

The most satisfying single character I ever played was generated by me rolling dice for various attributes and the GM (a Brit named Alden Speiss) giving me back totally unrelated values for those attributes -- to the extent that the stat I said was most important didn't end up being my highest one. This was, in theory, AD&D.

At the same time, I had come in with a very clear character concept (elf who hates the whole elven superiority schtick, is in rebellion against her Elf Lord father, and cut off the points of her own ears) that fit perfectly with GM's campaign (rogues on the run from a dictatorship ruled by racist elves). So this wasn't an example of a random creation method challenging me to come up with a character I wouldn't have thought of -- although being tossed a 17 Charisma which I had neither rolled nor asked for was in the "pleasant surprise" category and may've changed how I played the character somewhat.

I suspect this was actually a variant of "just pick your number" (i.e. Drama) where the GM did most of the picking in accordance with (a) his understanding of my individual character concept and (b) what was needed to balance out the group as a whole. It worked, astoundingly well, but I'd say, "don't try this at home."

Message 13312#142098

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/8/2004 at 8:42pm, John Kim wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

M. J. Young wrote: Bankhead's comments about the negative aspects are worth considering.

• Random generation creates unequal characters which are detrimental to gamist play.• Players often don't want or like the character they wind up rolling.• Some characters created are wildly inappropriate or ineffective.

All of this is not the fault of randomized generation itself, but of flaws in early designs.

While varant mechanics can mitigate some of these, I think that they are central to many people's objections.

Unequal Characters

That random generation is bad for all Gamism, I think that is wrong. Gamist play can and does accept randomness -- and randomness in generation is no different in principle than randomness anywhere else in the game. Rolling a low Constitution at the start is no different than, say, losing 4 points of Constitution from a missed poison saving throw. Players can distinguish poor rolls from poor play, and they can give greater respect to someone who succeeds despite poor rolls. Randomness isn't everyone's cup of tea -- i.e. some people prefer chess to poker -- but it isn't inherently anti-Gamist.

On the other hand, I think it is true that many types of Gamist play don't want these sorts of random long-term effects. For many, some randomness is OK, but it should have short-term effects and quickly average out from a large number of rolls. If this is so, then you probably want to minimize or eliminate randomness in generation.

With the "whiff" factor, there are really two issues here: the average and the variation in character effectiveness. If the average is low, that's no different from a design system which gives people only enough points to be ordinary. For example, you could have a GURPS game which gives 15 points instead of 100. If you want the PCs to be more heroic, then the random generation has to be weighted to be at the upper end. I guess a problem with early generation systems is that they were designed to have the average be an average person in the world -- PC or NPC -- and the weighting was an afterthought rather than a part of the design. But that's really the same issue as, say, D&D characters starting at first level (say). It's not an issue with random generation overall.

The variation is a different issue. A high variation in power level means that you can have parties whose PCs vary highly in effectiveness. Again, it's a question of what you want. For some people, always having a group of exactly equivalent peers is a flaw. It's more interesting to have heroes and sidekicks, or crack agents and comic relief.

Disliking Rolled Characters

Random generation is going to give you different results than if you designed a character exactly as you wanted it. That's really the point -- i.e. attempts to put more choice in the process are simply making the system less random. It doesn't justify the randomness in the first place. If you have a concept already formed and want to create exactly that character, then random generation is the wrong tool to use. Random generation should be used to give you something different than what you would have come up with on your own.

That said, I think random generation can be fun and interesting. I don't usually use it, but I did use it for the HarnMaster game I last played, and for an upcoming campaign. For the last one I just used it straight. The upcoming campaign that I will be playing in is a little higher power. The GM's initial suggestion put in some rerolls at particular points. I preferred instead to do a complete random roll, but to be more on-par, I rolled three complete characters to pick from. The link below shows my rolling results...
http://www.darkshire.net/~jhkim/rpg/harn/city/pcs.txt

It's not for everyone, but I like my prior character (Baraud) and my upcoming character (#2 in that list, Girard).

PC Groups

That said, I think there is a fair point that a strongly random system can have problems because the randomly-generated PCs won't form a coherent group. Not only might they have conflicting niches for skills/powers, but they may have backgrounds or other traits which make them unlikely to work together. This can be easier if the random system is designed to create characters in a certain range -- i.e. if you make secret agents, they can be assigned together. Alternately, the campaign might be about characters who are together by accident rather than by choice. Still, it's a real issue. This is generally dealt with by reducing the amount of randomness in games, such that the choices can outweigh them. Other approaches (like weighted rolls) should be possible, but I haven't seen them.

M. J. Young wrote: The point, I think, is to develop a character generation system that combines some amount of random development with some amount of choice. Some lifepaths, some choice systems, some dice-based, and some point-based systems do this effectively.

I don't think there is any "ideal" method here. Different approaches will appeal differently. All generation will have some choice involved. But I don't think there is any particular level of choice or area of choice which is "best".

Message 13312#142100

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/8/2004




On 11/9/2004 at 6:37pm, simon_hibbs wrote:
RE: Re: Why Choice Sucks: the Beauty of Random Generation

Interesting topic, but a lot of the problems that are being bandied about that random or non-random systems 'solve' are realy fundamentaly down to bad system design, and aren't anything particularly to do with randomness or determinism per se. From the orriginal post:

greyorm wrote: Rather, having not played TROS before, I did not know what I should be placed where, how the various scores I could place would function in play, and thus which scores would best serve my purposes in which particular categories.


IMHO this is clearly a fault in TROS. After all, surely in this situation you can emulate a random system by just assigning arbitrary values. Your ignorance of the significance of those values equates to a random system - problem solved!

Consider that if I want to play a particular type of character (which is the usual argument for the use of choice-based character generation) I need to place my points "correctly", ...


If you want to play a particular character type, then surely what you want is a transparent set of rules that allow you to do that. Randomness can do nothing to help a player with this goal to achieve it. See below*

However, I fail to see any compelling reason why one would, by default, be less involved in the playing out of a character over whom they had little or even no initial design input. Actors do this constantly --


This is a realy old argument, I've seen it a hundred times and it's complete rubbish. Casting directors do not assign roles to actors randomly by lot, they chose the actor to fit the role whenever they can.

In many ways, that can be the best sort of challenge, and the most rewarding.


Well yes, if that's the kind of challenge you like. Obviously you do, other's don't. My take on all of this is that that's what it comes down to - personal preference.

This also has the added benefit of making each new character a new challenge.

If you want a new challenge, why not deliberately design a new kind of character? Why force people into a particular kind of challenge becase it's "better".

The system might be known after the first character, and with point/choice-based character creation, you know how to work the system to produce the various effects you desire, and often to the best effect.


Well blow me. Points based systems let players design character that are realy effective at what they want to be effective at. This is a flaw how?

Random character generation also forces an individual to play a role, a role they didn't choose, so they have to make it work and make it their own.


The operative word being "Forces". Why do you want to force people to play the way you want? See below again*

This also puts a stop to those (honestly annoying) players who play the same, eventually tiresome character in every game, such as the guy who only plays dwarves who all act alike, or the girl who only plays the bitchy, snooty paladin.


*See here!

Now we're getting to the bottom of it. You want everyone to roll characters randomly, because you don't like the choices other people make when they're given the chance. Your previous rhetoric ("Suppose I want to create a certain kind of character") is smoke and mirrors. You don't want anyone to be able to genereate a certain kind of character because you don't like the choices they make, and therefore any system that give other people a choice must be faulty. What on earth gives you the right to trash other poeple's preffered mode of fun in this way?

In such cases, randomized generation can be quite liberating, as one is not constrained to pre-conceived notions of "what the character should be like" during the design process, one simply enters play and discovers what the character they have recieved actually is like, unbound by the preconceptions that would have been necessary in the character's original design choices.


Again, nothing to do with randomness. HeroQuest solves this by letting you literaly design the character during play in response to events and demands that occur in the game. No randomness required. Again it's down to apropriate game design, not randomness at all.

Some individuals may be selfishly inclined towards complete control of their avatar, to the detriment of their own enjoyment;


So we must force them to have more fun your way [draws gun, shoots ground betyween the other player's feet]. Pow! Pow! Dance you fools! Dance!

What gives you the right or authority to tell other people that your brand of fun is better than theirs? It looks like some players are into selfishly denying other players any choice over their type of character to suit their own agenda.

IMHO good game design can resolve all these issues. HeroQuest is entirely points-buy, but suffers none of the system-based problems mentioned. Characters are as effective as you want them to be because any ability is by definition the best possible ability at what it's for. If you're not sure how to develop the character, you can reserve some or all your abilities and define what they are during play as you prefer, assigning values from your pool of unspent points. Characters can gain new abilities and flaws during play, allowing considerable character growth and adaptation during the course of a game. All contests use the same rules, so there are no hidden nooks and crannies in the rules that can give experienced players unreasonable advantages.

Perhaps I overstate my case a little, I'd be lying if I said the HQ garden was all a bed of perfect roses, but it's clean core design does show that many of the problems raised here arrise from game mechanical issues that have nothing to do with randomness or determinism.


Simon Hibbs

Message 13312#142199

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/9/2004




On 11/9/2004 at 7:04pm, John Kim wrote:
RE: Re: Why Choice Sucks: the Beauty of Random Generation

simon_hibbs wrote:
greyorm wrote: This also puts a stop to those (honestly annoying) players who play the same, eventually tiresome character in every game, such as the guy who only plays dwarves who all act alike, or the girl who only plays the bitchy, snooty paladin.

Now we're getting to the bottom of it. You want everyone to roll characters randomly, because you don't like the choices other people make when they're given the chance. Your previous rhetoric ("Suppose I want to create a certain kind of character") is smoke and mirrors. You don't want anyone to be able to genereate a certain kind of character because you don't like the choices they make, and therefore any system that give other people a choice must be faulty. What on earth gives you the right to trash other poeple's preffered mode of fun in this way?

First of all, quoting line-by-line and picking apart each one is against Forge etiquette. I'm certain that greyorm isn't advocating putting guns to people's heads to force them to use random generation. People always have and always will use systems by choice.

But to address the point, I don't think that forcing restrictions is the same thing as trashing people's preferences. Following this logic means that all rules are bad, because they prevent people from doing what they really want to. The flaw in this is that people can and often do find that they enjoy playing under restrictions even if those restrictions make them play in ways they hadn't originally conceived or would have come up with on their own.

Message 13312#142201

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/9/2004




On 11/9/2004 at 8:49pm, M. J. Young wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I find it curious that Raven (of all people) has not responded to any of the comments generated on this thread which he initiated.

Are you still reading, Raven? Are we talking about your subject?

--M. J. Young

Message 13312#142213

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/9/2004




On 11/9/2004 at 9:04pm, Bankuei wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Hi Raven,

I think there are uses for any type of character creation- part of the question is what kinds of character generation work for what purpose? That is, does it fit? With that, there are many ways random generation can be either useful, or counterproductive, depending on what you're trying to do.

That all said, another solution to the problem you've mentioned about not being familar enough to proficiently design characters, is to have archetypes of mostly or completely defined characters. Feng Shui is the first game that comes to mind. Want to do Kung-fu? Pick the Martial Artist. Want to do magic? Pick the Sorcerer. Classes typically are similar ideas, but most games layer it with tons of other options, making it a complex affair.

I think the common aspect between "mostly done" character archetypes and random creation is that the players aren't being asked to make a lot of decisions. I find a lot of players are at a loss when presented with a system that allows them to completely define their own traits, such as Over the Edge. It's easier when folks have a list to choose from. It gives them directions and ideas. Likewise, with random generation, a lot of the dice make the decisions.

Thoughts?

Chris

Message 13312#142217

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/9/2004




On 11/9/2004 at 11:18pm, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I have to apologize to everyone, I have been reading the thread, and trying to get a response together in my limited spare time -- family and school have been eating up more than their regular share of time this past week.

The baby ate the lengthy response I had written on Sunday (ie: I wrote it up, and then she hit the "Power" button...{imagine me weeping}), but I will be putting a new response together late tonight or tomorrow evening sometime.

So, again, my apologies for my lack of input. I would like to thank everyone for participating thus far, even without my feedback! I am glad to see the topic has generated much good discussion.

Thanks for your patience!

Message 13312#142225

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/9/2004




On 11/10/2004 at 3:52pm, simon_hibbs wrote:
RE: Re: Why Choice Sucks: the Beauty of Random Generation

JKohn's probably right, perhaps I could have been more terse and polite in my post.

John Kim wrote: But to address the point, I don't think that forcing restrictions is the same thing as trashing people's preferences. Following this logic means that all rules are bad, because they prevent people from doing what they really want to. The flaw in this is that people can and often do find that they enjoy playing under restrictions even if those restrictions make them play in ways they hadn't originally conceived or would have come up with on their own.


But that's not the argument that was offered, the argument was that the choices other players make are bad, so therefore it's best not to let them choose even if (actualy especialy if) they want to. That's quite different from saying that rules structure in the pursuit of creative agenda is good, which I wouldn't deny. The offered argument isn't aimed at any particular creative agenda, it's aimed at restricting the creative agenda of others because they choose bad creative agenda. That's a pretty brutal judgement call.

Now ok, maybe I personaly don't have a whole lot of personal time for people who always choose to play transgendered dwarven ninjas or whatever in every goddamn game, year after year, but at the end of the day who am I to deny them their fun? Nobody's forcing me to play with them, after all.

Simon Hibbs

Message 13312#142265

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/10/2004




On 11/10/2004 at 5:45pm, John Kim wrote:
RE: Re: Why Choice Sucks: the Beauty of Random Generation

simon_hibbs wrote:
John Kim wrote: But to address the point, I don't think that forcing restrictions is the same thing as trashing people's preferences. Following this logic means that all rules are bad, because they prevent people from doing what they really want to. The flaw in this is that people can and often do find that they enjoy playing under restrictions even if those restrictions make them play in ways they hadn't originally conceived or would have come up with on their own.

But that's not the argument that was offered, the argument was that the choices other players make are bad, so therefore it's best not to let them choose even if (actualy especialy if) they want to. That's quite different from saying that rules structure in the pursuit of creative agenda is good, which I wouldn't deny. The offered argument isn't aimed at any particular creative agenda, it's aimed at restricting the creative agenda of others because they choose bad creative agenda. That's a pretty brutal judgement call.

Now ok, maybe I personaly don't have a whole lot of personal time for people who always choose to play transgendered dwarven ninjas or whatever in every goddamn game, year after year, but at the end of the day who am I to deny them their fun? Nobody's forcing me to play with them, after all.

But I think this is the point I was addressing. Let me take a more exact parallel: let's compare randomized conflict resolution and randomized character generation. The same logic seems to apply. What if a player wants to succeed in the conflict? Why shouldn't they be allowed to get what they want, instead of leaving it up to a die roll? Instead, many games force down their throats that they don't get to succeed.

This argument is false, because it presupposes that players don't like having choice taken away. Having rules is always having choices taken away. Despite this, many people enjoy playing within restrictions, because it gives focus and challenge to the activity. For example, with conflict resolution, many players enjoy having failures forced on them even if they wanted to succeed.

Yes, a game can work if the players choose their successes and failures rather than rolling for them. But that doesn't mean that using rolls for resolution is an insulting judgement of the players.

Message 13312#142278

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/10/2004




On 11/11/2004 at 12:06am, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Heya all,

Just had time to type up some quick responses to various statements and issues that have been raised; I have tried to cover everything I felt immediately relevant to the direction of the conversation. Also, a great deal of what I feel has been said already by Mike, John, and others, so I won't be going into great detail where they have already.

I did want to reinforce one of the issues John touched on, one of the main oppositions voiced regarding randomization (that of the preservation of game balance). Though he has already adaquately covered it, let me say I am in full agreement with him, as some may recall that such is even my battlecry: "Game balance is a red herring!"

Everyone should immediately note and adjust their understanding of Gamism, for as noted prior, Gamist play is not necessarily impacted by a difference in power levels between characters. The only real impact such differences have is in the Step On Up for each individual player, whether they have a more difficult or easier time in relation to one another is not an issue of the Gamist mode, or even of "fairness" (necessarily -- the word is far too vague to use as a defense, or to object to).

As such, a D&D character with a 5 Strength is not an impediment to Gamist (or tactical) play. A 5 STR has far more to do with expectation and desire than fairness or tactics, for which it simply changes the tactics required in play of that player.

As to realism and starship captains: it seems obvious to me that if a game is about starship captains, then the randomizing system would take that into account in the first place, and not generate anything except realistic starship captains (even if they are random). In fact, a choice-based system had better take this factor of play into account as well, and also not allow choices that would produce non-starship captains.

Regarding actors and characters...with rare exception, no, actors do not choose their roles. They are given to them, thus I fail to see how this is "oft repeated rubbish." Yes, directors may choose actors, but who was talking about directors? Unfortunately, such mistakes are characteristic of your response in this instance, Simon (hibbs), so rather than spend more time uselessly refuting arguments I had never made, I am going to invite you to reread my post without predjudice.

You do make one good point I want to respond to, however. That in my example I could produce randomness by simply assigning the points I am given willy-nilly, without knowledge of what effect they will produce. I believe the hurdle here is more psychological than systemic: that being the idea that with a presented choice-based generation methodology, the player will go into "Must...create...character!" mode, ignoring completely the idea that he could just slap things together.

Related to this, Iron asks what I mean by "expected effectiveness"...well, just what it says! What I (the player) expect the character will be effective at in the game -- what I expect him to be like, be able to do, and behave as. To return to the TROS character example, if I create a character who I describe to be a fencing master then I expect that he will win fencing matches against the majority of his opponents, know the uses and care of his weapons and armor, be acquainted with various other fencers and organizations. Even if I can pick the (supposedly) "correct" skills to represent all this during generation, as I do not know what the scores will actually produce in play I cannot truly say any of the above is true, and the character may very well end up being only a moderately good fencer, rather than a master.

This also came up in our D&D game: the player expected his elven warrior to be good at melee combat and archery, as that is the way he built the character. This has not happened yet, and has become something of a running joke (if still frustrating for the player) that his expectations about the character are not being met, that the framework he built the character around is incongruent with his in-game experience of the same character. Simply, "He's been a warrior all his life, and suddenly he goes adventuring and can't hit the broad side of a barn from two paces!"

This is what is meant by "expected effectiveness": that the character will perform, in general, as the player expected them to prior to and during creation.

Ultimately, random generation is not the only way to solve this problem (or any other), but it is one way to do so, by removing "expectation" from the equasion. As Chris notes, another method is to utilize character archetypes players can choose (though in this case, they also choose the expectations!).

Also, a couple of folks have noted that no one has said anything about "degrees of randomness" thus far, but you'll note that very thing was one of the points made towards the end of my post. One of the main points regarding random generation versus choice is not that one should have no choice, but that many players have been crippled by choice, for example consistently choosing the same sorts of character, for reasons of effectiveness or for reasons of ego, ultimately using system at generation to tip the game's odds in their own favor or playing the same character over-and-over, in either case stunting their own creativity and experience in the process.

Finally, even considering the strong language used in my original post, I find that I am fascinated by some of what I see as kneejerk reactions to the argument posted. For all the GNS-inspired play and self-as-gamer enlightenment encouraged on the Forge, it seems that we haven't gotten very far away from defensive -- if not reactionary -- stances about other sacred cows of gaming?

I'll post more later about the various ideas for randomization in generation that support the above benefits, and/or problems caused by current systems that utilize it (and how those might be mitigated?), but in the meanwhile, if anyone has any more input along those lines, feel free to add to what has been started by MJ and others.

Message 13312#142312

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 2:50am, inky wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

greyorm wrote: Everyone should immediately note and adjust their understanding of Gamism, for as noted prior, Gamist play is not necessarily impacted by a difference in power levels between characters. The only real impact such differences have is in the Step On Up for each individual player, whether they have a more difficult or easier time in relation to one another is not an issue of the Gamist mode


I don't think this is a realistic analysis of most Gamist play. I think the majority of the time people do end up comparing their progress against each other -- "Hey, I killed three zombies in the time it took Bob to kill two" in addition to comparing against their own past performance. And, right, the former case is where differing power levels pose a problem -- if I'm fighting goblins and you're fighting dragons, it's not really clear if you taking out two with a single blow is better, worse, or the same as me doing the same. And it's even more complicated if we end up with different results -- if you do pretty well against the dragon but ultimately have to run away, and I duke it out with the goblin guards and kill their leader, who stepped further up?

greyorm wrote: As to realism and starship captains: it seems obvious to me that if a game is about starship captains, then the randomizing system would take that into account in the first place, and not generate anything except realistic starship captains (even if they are random). In fact, a choice-based system had better take this factor of play into account as well, and also not allow choices that would produce non-starship captains.


The difference is that if somebody picks a non-starship captain, presumably they're happy with doing so, whereas if they get randomly assigned one, they may not be in the mood for something so unusual. It seems like if you want a random generation system to produce reasonable results, it inevitably has to get rid of the more extreme possibilities, even though certain combinations of those might be fun to play, especially if you knew what you were getting into.

greyorm wrote: This also came up in our D&D game: the player expected his elven warrior to be good at melee combat and archery, as that is the way he built the character. This has not happened yet, and has become something of a running joke (if still frustrating for the player) that his expectations about the character are not being met, that the framework he built the character around is incongruent with his in-game experience of the same character.


I can't quite tell what the problem is for your player. Did he design his character poorly? In that case, it seems like the issue is more about learning the system (and/or making the system more transparent during character design). Or is it just that he's rolling poorly? In that case it seems like this is more a flaw of the system than the character design process -- whether I choose a character who's an archer with 18 dex or randomly roll one, it'll be incongruous regardless if later I can't hit anything with a bow.

greyorm wrote: Finally, even considering the strong language used in my original post, I find that I am fascinated by some of what I see as kneejerk reactions to the argument posted. For all the GNS-inspired play and self-as-gamer enlightenment encouraged on the Forge, it seems that we haven't gotten very far away from defensive -- if not reactionary -- stances about other sacred cows of gaming?


Hmm, I assume your point here is that everyone loves point-based characterization? Personally, the reason why I had a negative reaction to your initial post wasn't so much because I don't like randomness as because most of my rpg experience has had far too much randomness in it already. Obviously everyone's history differs, but for me a lot of it's been rolling up a d&d character with so-so stats, then going into combat and getting so-so die rolls, and then making a couple skill checks and getting so-so results. And, enh.

I guess it's that I don't feel so burnt out on any system that I'm out of ideas for it, so I don't feel the need for random rolls for inspiration, and I worry that adding randomness inevitably means deleting options to make the randomness "come out right".

Message 13312#142321

Previous & subsequent topics...
...started by inky
...in which inky participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 3:58am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Everyone should immediately note and adjust their understanding of Gamism, for as noted prior, Gamist play is not necessarily impacted by a difference in power levels between characters. The only real impact such differences have is in the Step On Up for each individual player, whether they have a more difficult or easier time in relation to one another is not an issue of the Gamist mode, or even of "fairness" (necessarily -- the word is far too vague to use as a defense, or to object to).

As such, a D&D character with a 5 Strength is not an impediment to Gamist (or tactical) play. A 5 STR has far more to do with expectation and desire than fairness or tactics, for which it simply changes the tactics required in play of that player.

I think you might need to adjust your own idea of gamism. Lack of choice is not gamist...there is no game to be had there (sim can be had, though). As the strength score drops your options as a fighter dwindle. This isn't a case of 'here's what you've got to work with, now step on up'. It's a failure of the rules to provide something to work with to begin with(adequite choices).

If you go random, from the posts here you can see it just ends up being the same. For example, D&D's 4D6 and drop the lowest then assign is basically just gamist point allocation dressed up to look random.

Message 13312#142328

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 4:02am, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

This is the second time this has happened in this thread, so I'm coming down on it in the hopes of making sure everyone realizes I don't take it lightly and it will henceforth scramble away never to be seen again: Dan, line-by-lines are NOT allowed here on the Forge.
Why is that?

Your segue about "what is the real problem is for my player" illustrates the problem of such responses perfectly: what the actual problem is for the player is utterly irrelevant to the point it was illustrating (the meaning of the term "expected effectiveness"). Did you understand what expected effectiveness was based on the example? I don't know, because you've taken the point, run with it, and spiked it somewhere else.

Another problem with line-by-lines occurs with your response to the bit about "starship captains" -- your refutation fails to take into account any of the prior context to which the text is bound: a game wherein the point was to be starship captains. OF COURSE if someone wanted to play a game where they weren't starship captains, there would be a problem with them playing that game if all it generated was starship captains. That's just bloody obvious, and completely irrelevant in context. Once again, grab, run, spike...to no use.

Folks, if you are going to line-by-line, you'll be pegged for it, and it will likely be ignored. Fair warning. Second, everybody go read Chris' On Charitable Reading. Now.

Regarding ideas about Gamist play: I'm as guilty in this case as anyone, but this is probably not the thread in which to discuss what is or is not a factor of Gamist play. Let's start another thread about it and we can rip into it over there. I'll be more than happy!

inky wrote: Hmm, I assume your point here is that everyone loves point-based characterization?

Obviously not everyone loves point-based generation, it is, however, the only choice of many gamers, who will also detail the many horrors and valuelessness of randomized generation.

Once you get past my rhetoric about randomized generation, the point of the thread is really not that "it is better than" choice-based generation, but that "it isn't worse than" and even "it is equal to" and there are many good reasons why that is. After all, my own horror stories regarding choice-based generation must count for something if do others' horror-stories regarding randomized generation. To discount or minimalize the problems that can arise with choice-based generation is as great a mistake as to discount or minimalize the problems that can arise with randomized generation.

Hence my advocacy for the slaying of this particular sacred cow in gaming: that choice is somehow "superior" or "better for" gaming or gamers than random systems.

I worry that adding randomness inevitably means deleting options to make the randomness "come out right".

Could you expand upon this statement, as I am not certain what precisely you mean by it? (ie: Deleting what options? Make what particularly turn out correctly?)

Forge Reference Links:
Topic 13096

Message 13312#142329

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 4:15am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I thought our central example, the gamist/nar TROS meant that discussion on what would suit it's gamist design is important. As I said, if you want randomisation, that may kill the amount of choices that the TROS design needs to give some gamism.

If were not talking about TROS, what are we talking about? A sim design or nar design? For either of those (in the case of nar, in terms of purely PC powers), is there any arguement to be had as to whether there would be probs with randomisation of stats there?

Message 13312#142331

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 4:33am, inky wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

greyorm wrote:
inky wrote: I worry that adding randomness inevitably means deleting options to make the randomness "come out right".

Could you expand upon this statement, as I am not certain what precisely you mean by it? (ie: Deleting what options? Make what particularly turn out correctly?)


Hmm, I guess I didn't write this clearly enough; I was getting at something I'd mentioned earlier in the post. The original post about starship captains posited that if you randomly roll stuff up for (I presume) a star trek sort of scenario, you might end up with five doctors and no captains, which is suboptimal. My point here is that the usual way to fix this in a random-generation system is, like you suggsted, to just remove fringe possibilities like "doctor" from the chart, and everyone ends up as a different sort of starship captain. But while five captains and no doctor is better than five doctors and no captain, it's not as good as four captains and one doctor. It's hard, though, to design a random-generation system that will give this result without sometimes getting the five-doctors result.

So in this sense point-based systems have an advantage over random-generation ones, in that they can include more exotic options and there's no real worry that the group will end up unbalanced by pure chance. (The equivalent advantage for random over point-based is probably that you don't have to balance everything so carefully -- paladins were rarer in 1st edition AD&D due to high stat requirements, so it was ok that they were pretty powerful. But this is a false analysis: it doesn't matter that paladins in general are balanced with fighters, it matters how your particular group with a fighter and a paladin is balanced).

Message 13312#142332

Previous & subsequent topics...
...started by inky
...in which inky participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/11/2004 at 6:16pm, Caldis wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I dont mind random generation in some games however it's not the panacea that the initial posting made it out to be. It definitely does not solve the problem of matching player expectations to character performance. Whether I choose a 14 strength or randomly roll it if I dont know the system well enough to understand what that means then my expectation of performance may not match up to reality. All you are doing by making it random is changing when the expectations come into the game before or after generation.

Message 13312#142374

Previous & subsequent topics...
...started by Caldis
...in which Caldis participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/11/2004




On 11/12/2004 at 1:45am, M. J. Young wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Of course, The Five Doctors was a pretty good--oh, no, that was something else.

This went past me the first time without my really considering it; but when Raven brought it back to focus, his response caught my attention.

greyorm wrote: You do make one good point I want to respond to, however. That in my example I could produce randomness by simply assigning the points I am given willy-nilly, without knowledge of what effect they will produce.

It strikes me that the proposed "fix" of randomly assigning the points does not work as suggested.

A random system presumably has had some thought given to what it should produce as means and extremes. It took a couple of iterations for D&D to produce the aforementioned Method V (I believe that by the time Arcana hit the shelves, OD&D, OAD&D, BD&D1, and BD&D2 had all been published), but once it was developed it provided a means of randomly creating properly weighted characters for the type desired.

If I gave you 63 points to "buy" D&D stats (which is the average roll of 18d6, the total dice that would be rolled for creating an average character), specifying that you must buy at least three in every attribute and cannot exceed 18 in any, most players could craft a reasonably survivable and even useful character. However, if you randomly assigned those points, the odds are against a good character arising from it. So why is that different from the randomized methods used in the game? These methods are geared to create random characters that are not all over the board.

With a more complex point-based system, such as GURPS, randomly assigning points is going to give you a rather disjointed knave-of-all-trades character whose abilities don't really permit him to be effective at anything. That's not a GURPS design flaw. It is there because the point-based system assumes as part of the design that character creation will be done intelligently. Where the random system must build into the randomizers controls to assure playable outcomes, for the points system those controls are the subjective judgments of the player creating the character.

Thus randomly distributing the points in a point-based system is not the equivalent of using a random system. Such systems are generally not designed to produce playable characters without the intelligent supervision of a person involved in the process.

--M. J. Young

Message 13312#142404

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/12/2004




On 11/12/2004 at 4:42pm, Adam Dray wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I'm not convinced that a random character generation system cannot produce equally-viable play options.

For example, looking just at ability score generation in D&D, I can invent a system in which a roll or set of rolls distributes an 8, 10, 12, 14, 16, and 18 among six abilities. Everyone ends up with the same numbers but they're distributed differently.

Taking it further, the system could have you roll to select a class, then have a specific distribution of scores across abilities based on that class. For example, the fighter class would randomize the 10, 16, and 18 across Strength, Dexterity, and Constitution, then randomize the 8, 12, and 14 across Intelligence, Wisdom, and Charisma.

Message 13312#142433

Previous & subsequent topics...
...started by Adam Dray
...in which Adam Dray participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/12/2004




On 11/13/2004 at 12:35am, Cup of Iron wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

greyorm wrote: Related to this, Iron asks what I mean by "expected effectiveness"...well, just what it says! What I (the player) expect the character will be effective at in the game -- what I expect him to be like, be able to do, and behave as. To return to the TROS character example, if I create a character who I describe to be a fencing master then I expect that he will win fencing matches against the majority of his opponents, know the uses and care of his weapons and armor, be acquainted with various other fencers and organizations. Even if I can pick the (supposedly) "correct" skills to represent all this during generation, as I do not know what the scores will actually produce in play I cannot truly say any of the above is true, and the character may very well end up being only a moderately good fencer, rather than a master.

This also came up in our D&D game: the player expected his elven warrior to be good at melee combat and archery, as that is the way he built the character. This has not happened yet, and has become something of a running joke (if still frustrating for the player) that his expectations about the character are not being met, that the framework he built the character around is incongruent with his in-game experience of the same character. Simply, "He's been a warrior all his life, and suddenly he goes adventuring and can't hit the broad side of a barn from two paces!"

This is what is meant by "expected effectiveness": that the character will perform, in general, as the player expected them to prior to and during creation.


Ah, I see. More or less what I figured. Whatever response I might have had is now old hat as this thread has gone.

Message 13312#142480

Previous & subsequent topics...
...started by Cup of Iron
...in which Cup of Iron participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/13/2004




On 11/17/2004 at 3:19am, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote: I thought our central example, the gamist/nar TROS meant that discussion on what would suit it's gamist design is important.

Despite its mention in my opening, this is not a discussion of TROS specifically. My experience with character creation in that game served as a useful lead-in for the subject, however, which is the only reason it was mentioned particularly. If it helps get you over this hurdle, substitute any other game you desire where choice-based generation is the norm.

that may kill the amount of choices that the TROS design needs to give some gamism.

Could you please explain this for me, as I do not see how Gamism apparently necessitates the use of choice-based generation, or how the inclusion of randomized generation would cause problems with providing satisfying play in a Gamist mode?

For either of those (in the case of nar, in terms of purely PC powers), is there any arguement to be had as to whether there would be probs with randomisation of stats there?

I believe that would depend on what sort of randomization occurs -- there might be problems, or there might not be. What arguments do you see regarding the problems that could arise in using randomization for Sim or Nar modes? What arguments can you see for their inclusion or the benefits thereof in those modes?

If were not talking about TROS, what are we talking about?

If you are this far along in the thread and unaware of what the subject of the thread is, there is a serious problem. Basically, the subject line is what we are talking about. Anything else can be considered incidental.

Also, I'm assume the problem is not with the set-up of the thread being misleading, given the number of other posters involved without incident, so what's up? Anyone else feel the purpose of the thread is unclear, or directionless?

PS -- MJ, spot-on, man. I obviously hadn't realized that, so here's me changing my mind: "What he said."

Message 13312#142764

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/17/2004




On 11/17/2004 at 10:44am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I believe that would depend on what sort of randomization occurs -- there might be problems, or there might not be. What arguments do you see regarding the problems that could arise in using randomization for Sim or Nar modes?

I don't see any clear and present probs there. That's why, specifically, I asked whether were talking about TROS or not. If were looking at the design goals of just any game that comes to mind then it becomes pretty directionless, since where judging the value of randomisation contrasted against...no particularly well defined design goals.

Message 13312#142778

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/17/2004




On 11/17/2004 at 3:01pm, clehrich wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

As far as Gamist play, competition among players via characters, and whatnot:

Yes, I think it’s usually true that players do compete in this way, so that my wimpy character sucks compared to your tough-guy. I realize some folks found a way around this, but way back in the day I remember being told right up-front that Illusionists in OAD&D were inherently weak characters, not as good as other classes, and I recall thinking that on that basis I sure as hell wouldn’t want an Illusionist character.

But I think Raven is pointing toward a different perspective on Gamism – one that in many ways was probably intended in D&D from the start. The whole party has to win, you see, so it doesn’t matter if one character is a wimp because the others have to make sure he survives. Because the party is out to beat the dungeon, they can’t waste their efforts on carping at each other. Together we stand, divided we fall, and all that jazz.

Now by extension, suppose we all simply roll random characters and have to take our lumps. As players now, not characters, we have a purpose: to make this set of characters achieve the mission, whatever that may be. And if one guy rolled a wimpy character, that doesn’t mean we leave him behind in the bar.

Now step it all on up one notch. As a player, I’ve been handed a seriously crappy character. He’s weak, and crippled, and no rocket scientist, and he’s allergic to dungeon moss. But wait – is that really a crappy character? This is the nub of the thing: if you see only “crappy character” then in this sort of Gamism, you’re a crappy player, because you can’t step up to the challenge. Sure, he’s not great at a lot of things, but nothing here says he can’t be one of the most interesting and liked characters. How is a guy like this along on a mission team anyway? He must be good at something. Hmm. Well, let’s suppose he’s a natural leader of the subtle kind, i.e. not the one who says, “Once more into the breach, dear friends!” but the one who says, “Hey Bob? You know, I think if you climb that wall there, and Jane holds the rope, then Fred here can swing across to that ledge. What do you think?” You know, quiet, easy-going, but keeping everyone working together as a team. Now that’s an interesting role, and it could be vital – in which case the constant nose-blowing and limping isn’t going to be such a problem.

Now to my mind, this implies that Raven’s proposed a false dichotomy – but a very useful one. If you consider this hypothetical crippled sniffle-meister, in fact I had a great deal of choice in the character design. I just was working within certain constraints about physical and so forth abilities. But personality and style and such were up to me. This is a classic division, right back to D&D, right? But there’s no intrinsic reason for the divide.

Suppose I have a huge list of characteristics in terms of personality, and I roll randomly: honest, easy-going, likeable, bad with women, etc. And then I pick my stats as appropriate, just make them up. Why is this any different? It’s the flip side of the same coin. It’s less common, of course, but that has a lot to do with the wargame origins and such, in which it’s the stats that matter most rather than the personality because it matters how many orcs you can kill in an alley.

Now it seems to me that the move away from random generation has been because character design was already 50% non-random, so things moved toward complete non-randomness as a way of incorporating greater choice, freedom, and flexibility. But as Raven says, one of the most common things to happen is that people start min-maxing or whatever to get powerful characters. Which, of course, depends on the same old false assumption that the stuff that used to be random is all that’s important, and continues to ignore the stuff that was always non-random.

What I think Raven is implying here, and I’d agree with him, is that random generation has a lot of value partly because it deflects choice into the stuff that really ought to be central to gaming as he sees it: personality, character, style, group dynamics, etc. Since you can’t choose about the other stuff, you put all your effort into these, and that’s probably a good thing.

In order to make it work, let’s say with OAD&D, I think you’d want to do three things.

1. Impose a role-playing bonus, where the whole group decides who was the best player for the session, as in a tournament. Importantly, this isn’t the person who most helped toward the mission, necessarily, but the one who was most interesting as a character, someone to interact with, who made the session fun at that level.

2. Have any character’s death be paid for by 100% of the gold and x.p. gained in the dungeon. So if somebody dies, nobody gains anything for all their trouble.

3. As was always the case in some campaigns, make absolutely all the x.p. for monsters or treasure exactly divisible, where even if the Illusionist didn’t do anything in the fight he gets x.p. just for being there. If the party decides just to keep him out of the way all the time, though, have a nice spider or something attack from behind.

And, of course, more than anything else:

State at the outset that the random generation is intended to produce characters who have odd strengths and weaknesses, things that aren’t completely consistent, and explain that the excitement of playing such a character will be in dealing with the flaws, not in simply highlighting the strengths. Encourage people to vote, in terms of the roleplaying bonus, for the guy who made his flaws an interesting part of the game. Be explicit about the false dichotomy of choice: you choose who you are, but you don’t choose what you are. Kind of like life, no?

To sum up:

I think that Gamist play is a matter of stepping up to whatever challenge presents itself. It’s traditional to think of that challenge as exterior to the character: monsters, traps, etc. But they could be interior to the character and exterior to the player’s choices, for example the weaknesses of a character as presented. The challenge is to step up and make this character, no matter who or what he is, effective and interesting. So long as the randomness doesn’t go to such extremes that I can be handed a character who will die if he trips over his shoelaces, this seems to me a legitimate and important type of challenge. Gamism isn’t about winning some particular kind of challenge; Gamism is about meeting the challenge of the particular game. And if that challenge is, “Make this character cool,” saying, “Yeah, but he’s wimpy” is another way of saying, “I can’t do it, I lose.”

Message 13312#142807

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/17/2004




On 11/17/2004 at 10:11pm, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation


I think that Gamist play is a matter of stepping up to whatever challenge presents itself. It’s traditional to think of that challenge as exterior to the character: monsters, traps, etc. But they could be interior to the character and exterior to the player’s choices, for example the weaknesses of a character as presented. The challenge is to step up and make this character, no matter who or what he is, effective and interesting. So long as the randomness doesn’t go to such extremes that I can be handed a character who will die if he trips over his shoelaces, this seems to me a legitimate and important type of challenge. Gamism isn’t about winning some particular kind of challenge; Gamism is about meeting the challenge of the particular game. And if that challenge is, “Make this character cool,” saying, “Yeah, but he’s wimpy” is another way of saying, “I can’t do it, I lose.”

That would be great if that was the way campaigns were run. Unfortunately that hasn't been my experience. My experience with random generation and getting the wimpy character is that I spent a lot of time not contributing to the game. The suggestion that perhaps mister sniffles is the party leader only works if the player has leadership qualities.

I am interested in seeing how randomness could be used in character generation without it writing players out of the game, but all the players (including the GM if any) have to buy into the system.

Frank

Message 13312#142870

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/17/2004




On 11/18/2004 at 1:52am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

clehrich wrote: But I think Raven is pointing toward a different perspective on Gamism – one that in many ways was probably intended in D&D from the start. The whole party has to win, you see, so it doesn’t matter if one character is a wimp because the others have to make sure he survives. Because the party is out to beat the dungeon, they can’t waste their efforts on carping at each other. Together we stand, divided we fall, and all that jazz.
Frank basically said it already. If you have no choices or have significantly reduced choices compared to the other players, it doesn't matter if your working as a team. Your basically not doing anything...why invite someone to just observe rather than contribute their choices to the game session (perhaps participationism?)

Now step it all on up one notch. As a player, I’ve been handed a seriously crappy character. He’s weak, and crippled, and no rocket scientist, and he’s allergic to dungeon moss. But wait – is that really a crappy character? This is the nub of the thing: if you see only “crappy character” then in this sort of Gamism, you’re a crappy player, because you can’t step up to the challenge. Sure, he’s not great at a lot of things, but nothing here says he can’t be one of the most interesting and liked characters. How is a guy like this along on a mission team anyway? He must be good at something. Hmm. Well, let’s suppose he’s a natural leader of the subtle kind, i.e. not the one who says, “Once more into the breach, dear friends!” but the one who says, “Hey Bob? You know, I think if you climb that wall there, and Jane holds the rope, then Fred here can swing across to that ledge. What do you think?” You know, quiet, easy-going, but keeping everyone working together as a team. Now that’s an interesting role, and it could be vital – in which case the constant nose-blowing and limping isn’t going to be such a problem.
Say I've designed a game that is primarily about combat and only has a tiny section on diplomacy. Then I design in randomness that will often leave some players pushing to use the diplomacy part...obviously not the strong part of my design. If play is going to end up about diplomacy because of my design, it should have a strong diplomacy design focus.

If a games focus is on X, then the design should not be rewarding players to pursue Y. Randomness without looking at the reward matrix it produces can cause this to happen.


Now to my mind, this implies that Raven’s proposed a false dichotomy – but a very useful one. If you consider this hypothetical crippled sniffle-meister, in fact I had a great deal of choice in the character design. I just was working within certain constraints about physical and so forth abilities. But personality and style and such were up to me. This is a classic division, right back to D&D, right? But there’s no intrinsic reason for the divide.

Suppose I have a huge list of characteristics in terms of personality, and I roll randomly: honest, easy-going, likeable, bad with women, etc. And then I pick my stats as appropriate, just make them up. Why is this any different? It’s the flip side of the same coin. It’s less common, of course, but that has a lot to do with the wargame origins and such, in which it’s the stats that matter most rather than the personality because it matters how many orcs you can kill in an alley.

Now it seems to me that the move away from random generation has been because character design was already 50% non-random, so things moved toward complete non-randomness as a way of incorporating greater choice, freedom, and flexibility. But as Raven says, one of the most common things to happen is that people start min-maxing or whatever to get powerful characters. Which, of course, depends on the same old false assumption that the stuff that used to be random is all that’s important, and continues to ignore the stuff that was always non-random.

What I think Raven is implying here, and I’d agree with him, is that random generation has a lot of value partly because it deflects choice into the stuff that really ought to be central to gaming as he sees it: personality, character, style, group dynamics, etc. Since you can’t choose about the other stuff, you put all your effort into these, and that’s probably a good thing.

Ie, a drift to sim. Personality and character and style don't help you nail a challenge (baring system or System support), they help you explore that game world situation from the perspective of a certain personality or whatever. I mean, I don't think your talking about someone having the 'snappy one liner' trait that he bought with X points and remembering to use it at just the right time. Your talking about stuff you made up and then present for everyone else to experience.

This isn't some needed central component. It's just a drift to sim. Which I think you can see Raven wanting from his first post. He wants a character that will behave in a certain way, but doesn't know how to get it. Basically he wants to explore a certain type of character (and wants to know how to get that character). But the choices aren't telling him, so he wants to give up choice in favour of a 'explore whatever the dice give' method.

It's a valid desire, but with the wrong game type. And the clash there doesn't really mean randomisation is great.


I think that Gamist play is a matter of stepping up to whatever challenge presents itself. It’s traditional to think of that challenge as exterior to the character: monsters, traps, etc. But they could be interior to the character and exterior to the player’s choices, for example the weaknesses of a character as presented. The challenge is to step up and make this character, no matter who or what he is, effective and interesting. So long as the randomness doesn’t go to such extremes that I can be handed a character who will die if he trips over his shoelaces, this seems to me a legitimate and important type of challenge. Gamism isn’t about winning some particular kind of challenge; Gamism is about meeting the challenge of the particular game. And if that challenge is, “Make this character cool,” saying, “Yeah, but he’s wimpy” is another way of saying, “I can’t do it, I lose.”


"I can't do it, Vs the primary challenges in the rule book". This is the same as tripping over your shoe laces and dying, because if you trip over and die at the first real challenge presented without the chance for you as a player to influence that with your choices, it's not gamist.

Reducing choices, reduces gamism. You might think that playing a STR 5 fighter would be exciting, but I think you've drifted over to a sim appreciation of the situation because really there's no other way to appreciate it (not gamist, not nar). It's accidental CA channeling by the designer, because if there's no other way to appreciate something in a game, you appreciate it that way or don't play (or break out house rules).

Message 13312#142878

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 2:05am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

ffilz wrote:
I am interested in seeing how randomness could be used in character generation without it writing players out of the game, but all the players (including the GM if any) have to buy into the system.
Frank

I'm interested in direction first. If were talking gamist, then you need to facilitate choice. If it's sim, you just need to facilitate exploration; ie you don't have to worry about five strength, since that's something to explore (in fact, you might worry about a more average strength score being generated...which is average and boring to explore). PC death is sort of a worry, since that can reduce the amount of exploration possible by a player (but doesn't actually remove all exploration, me thinks). Even a dead PC can be fun to explore (funerals or lack there of, what the other PC's think, etc).

Message 13312#142880

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 3:31am, clehrich wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote:
I think that Gamist play is a matter of stepping up to whatever challenge presents itself. It’s traditional to think of that challenge as exterior to the character: monsters, traps, etc. But they could be interior to the character and exterior to the player’s choices, for example the weaknesses of a character as presented. The challenge is to step up and make this character, no matter who or what he is, effective and interesting. So long as the randomness doesn’t go to such extremes that I can be handed a character who will die if he trips over his shoelaces, this seems to me a legitimate and important type of challenge. Gamism isn’t about winning some particular kind of challenge; Gamism is about meeting the challenge of the particular game. And if that challenge is, “Make this character cool,” saying, “Yeah, but he’s wimpy” is another way of saying, “I can’t do it, I lose.”
"I can't do it, Vs the primary challenges in the rule book". This is the same as tripping over your shoe laces and dying, because if you trip over and die at the first real challenge presented without the chance for you as a player to influence that with your choices, it's not gamist.
Nonsense. What I'm saying is that imposing constraints and then asking the players to win in spite of them is completely normal. You always impose constraints. In chess, for example, pawns aren't queens. Are you saying that because I have no choice about this, therefore winning at chess isn't stepping up to a challenge?

What seems to be happening here, if you ask me, is you're violently opposed to randomness as a constraint, but you're piling up illogical reasons to defend the position. I wonder why, since it's used in many parts of lots of games, including gamist ones -- for example, in combat systems. So what's the objection to putting a little at the start? A sort of Fortune-in-the-Opening system, as it were? Why does that somehow break everything, whereas constraint and randomness at any and every other point is perfectly okay? This is cultural, not logical.
Frank basically said it already. If you have no choices or have significantly reduced choices compared to the other players, it doesn't matter if your working as a team. Your basically not doing anything...why invite someone to just observe rather than contribute their choices to the game session (perhaps participationism?)
But I said, and I stick to it, that you don't have reduced choices compared to other players. You have different choices, and that is not the same thing.

Look, consider it this way. I decide to play Champions, and the GM has a number of predesigned characters. They get distributed randomly. The guy next to me gets a super-strong brick. The guy on the other side gets a speedster. I get a gadgeteer. All are carefully balanced and built on the same numerical scale. Now if I whine, "But I can't go as fast as he can, and I'm not as defended as he is, no fair!" I'm a weenie. Right?

Now imagine that we roll up AD&D characters and you get a fighter and Bob gets a magic-user and I get a cleric. The cleric, at this level, has minimal combat skill and no combat spells. So in combat, he's not very useful. The MU stands well back and fires missiles. The fighter wades into the fray. So is this unfair? Are my choices reduced? No, I just have to find other ways to become powerful and important in the party. And saying, "But healing people is different, it doesn't count as a choice, I want to be able to kick ass" is weenie-ism.

Gamism says step on up to the challenge. If one of the challenges is a randomly-rolled character, then you have to step on up to it. You can say that you don't want to play a game like that, but you cannot deny that it is a legitimate challenge. Ever played a card game? Guess what -- your hand is random. Does that eliminate your choices? If you draw a bad hand, is that unfair? Think poker: if you have a so-so hand, do you just fold and walk away and say, "I don't want to play any more"? Or do you use things like bluffing and whatnot to make the most of what you have? That IS the challenge.

Raven, I initially wondered why you posed this problem, but now I think I see why. I had no idea this would prompt such responses! Very interesting. Any suggestions why this happens?

Message 13312#142887

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 8:24am, inky wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

clehrich wrote: What seems to be happening here, if you ask me, is you're violently opposed to randomness as a constraint, but you're piling up illogical reasons to defend the position. I wonder why, since it's used in many parts of lots of games, including gamist ones -- for example, in combat systems. So what's the objection to putting a little at the start? A sort of Fortune-in-the-Opening system, as it were? Why does that somehow break everything, whereas constraint and randomness at any and every other point is perfectly okay? This is cultural, not logical.


I should point out, though, that people tend to gripe if combat systems are so random as to negate most of the skill -- critical hit systems, for instance, are out of fashion these days primarily for gamist reasons (D&D still has something called critical hits, but it's not a Rolemaster-esque your-head-flies-off-1d6-meters-away; it's a small amount of extra damage that can be rigorously predicted and optimized). Similarly, you mention poker as giving random deals: sure, and good players fold a lot of the time until they get a hand they think they can do something with. This applies to the combat example also; the rolls tend to average out over time and sometimes the players die -- but there's only one chance to get your strength set, and if you get unlucky you're stuck with it.

I think that in general, people are not interested in demonstrating they can step up to specific randomly-generated challenges. What they are interested in is demonstrating they can stepp up to the environment as a whole, but the only way to get at that is to face a large number of challenges sampled from the environment and demonstrate you can cope with most of them. "Most of them" being the key term -- because they're chosen semi-randomly you're going to get nailed some of the time and won't be able to do anything about it, so for effective demonstration of step-on-up you need to look at player performance across a number of interactions and see how they do overall. (So why pick randomly and risk getting encounters that are too easy or too hard? That's the cultural part, I think. There has to be uncertainty in what encounters come up or you solve them all in advance, game over, but you get the same kind of uncertainty in chess or go just by virtue of them having extremely large decision trees.)

The rest of your post gets into "Is it ok to randomly assign someone a character type?". I think this is not the same thing as "Is it ok to randomly determine the power level of the character?" and trying to justify the second with examples from the first just confuses things.

Message 13312#142900

Previous & subsequent topics...
...started by inky
...in which inky participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 6:41pm, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Hmm, if you think randomness of character is so good, and a good gamist will rise to the challenge of playing the character he's given, would you be willing to play a game of chess where we flipped a coin for each piece to see if you get to start with that piece or not?

I know I used to hate the Avalon Hill war games that were so concerned with being perfectly historical all the way to the victory conditions (you don't win Afrika Corps as the German player by doing better than history, you only win by winning). At one time I was really exploring a space boardgame, Starfire. The first scenario seemed very weighted for one side to win. I solo played it a bunch of times trying to get a win for the other side. I couldn't. Then one time I introduced another player to it. I suggested we skip the first scenario because it was a forgone conclusion. He still wanted to play it. So I suggested he play the side that was fated to win. He wanted to play the other side. I won. He said the game sucked and stormed off.

Gamism is not possible if your character is not able to rise to the challenge raised by the group. It might be possible to play gamist with a wimpy character if the group as a whole plays to the challenge of playing your character. But I've never seen a group do this. I've always seen gamism being played as rising to the challenge of the scenario.

But then I dislike gamism so what am I to say?

All I can do is repeat again, in all of my experience, random character generation has led to unequal play potential. Having the greatest theory in the world about how games should be played isn't worth a damn if the rest of the group doesn't buy that theory.

So am I violently opposed to randomness in character creation? Yes and no, well actually mostly no because I'm not violently opposed. I am against randomness that creates different play potential. I am interested in how to bring in some randomness that doesn't affect play potential (or at least to much of an extent, if randomness means we range from 95% to 105% of average play potential, then it probably isn't all that bad).

Hmm, on clerics. Clerics (in D&D) seem to be almost univerally despised by players. Why is this? Because they don't get to kick ass in a game about kicking ass. Sure, they help the other characters kick ass, but they don't do it themselves. As long as the game is about kicking ass, the cleric player is likely to be dissatisfied. Now sometimes you're lucky and there is a player who really wants something different and he's happy playing the cleric, but that player is probably not gamist, and certainly is playing a different game than everyone else.

On simulationism and exploration of wimpy characters: I personally would not find this interesting. And that's something to remember, for each CA, there are numerous individual goals. I actually get the most interest in exploration of setting. So sure, it's possible to posit a gamist interest in rising to the challenge of a wimpy character, but it's just as likely (if not more likely) that gamists are interested in rising to different challenges and would see the wimpy character as just that.

On the poker analogy, something to consider is that you don't get one hand in poker that you play all night with. Now if you knew the deck was stacked such that you would never get a hand better than a pair (and usually a low ranked pair at that), would you still find the game enjoyable? Because that's a better analogy for the wimpy character.

Frank

Message 13312#142946

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 6:54pm, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

One more thing...

Is there interest in discussion how to include randomness without including a whiff factor or is this thread just going to be about berating folks for not wanting to rise to the challenge of playing a "wimpy" character?

I've several times raised the point that I am interested in talking about how to include randomness in character generation if we can explore ways to avoid the whiff factor.

One interesting point that was rasied in the discussion of fudge vs. no fudge over on Monte Cook's boars was that you should never roll dice if you aren't willing to accept all possible results. This is particularly interesting as regards to character generation. D&D has steadily been including more methods of generating ability scores in attempt to produce more playable characters.

In my Arcana Unearthed campaign I tried an experiment. I allowed people to roll 4d6 take the best 3 6 times, re-rolling a single die. If they didn't like the scores that produced, they could spend 32 points using the point buy method from the DMG. I even would "score" their rolls and tell them if they were better than 32 points. This was an interesting system, that some analysis I did suggested that about 40% of the time it was worth taking the rolls. At first we saw almost no one take the rolls except one player who rolled incredibly well (2 or 3 18s, worst ability score was a 15 I think). Certainly no one had a whiff, but I also noticed one player running through characters (I made it easy to punt and start a new character). I'm not sure that part of his motivation wasn't seeking a better character (how many folks remember trying to kill off crummy characters in Traveller's previous experience system?).

Based on what I saw from this experiment, I will be going with straight point buy for my next game unless I can come up with a better random system. I did play around trying to create a random system which had opposed attribute pairs (each pair would add up to the same number). I never convinced myself it was actually workable but it was an interesting exercise. I also played around with the system trying to encourage non-middle results (so one thing I did was have one die distribute a bunch of points to one side or the other, while the rest of the dice just distributed one point).

Frank

Message 13312#142949

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 9:30pm, M. J. Young wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote: If were talking gamist, then you need to facilitate choice.

I know Chris has said this, but I think the same thing: gamism does not require that you be able to choose your starting position. It only requires that you have a chance to prove your ability.

Look at Bridge. With each hand, you get a randomly determined set of cards. You can see a quarter of the deck. If you win the auction, you get to see another quarter of the deck--which is revealed to everyone at the table, but played by you. At that point, you've got to decide how to do what you said you could do before you saw those cards.

Meanwhile, your opponents, who can't see each other's cards, have to figure out how to stop you.

You could win with lousy cards if they play poorly and you didn't set the bar too high for yourself. You could lose with great cards if they outplay you and you've set the bar too high during the auction. It's not as much about what you're dealt as what you do with it.

I've seen the same thing in games of partnership pinochle, where one partnership managed to outplay the other despite having a much worse lay of the cards, just because they paid more attention to what they had to do and they did it.

One of my favorite fantasy characters was in a modified AD&D campaign. The fact is, the referee gave out stats like candy--roll 4d6, reroll all ones and twos until you don't have any, then take the best three. Despite this, my notoriously bad dice luck gave me a best score of 15, and the referee had to give me a few points so I would qualify for the minimums of playing a kensai. The other players had high-powered attributes and carefully chosen abilities. They were powerhouses. I was an also-ran.

By the end of the first adventure, mine was the only character who made third level, and was the most respected character in the game. I played smart, and took calculated risks when I needed to, and won them more often than not. I strategically out-maneuvered a skeletal warrior and out-talked a demon, as well as leading the party in and out of serious danger to complete our mission, and making them all rather wealthy in the process.

The question is not what you've got, but how you use it. Some players need those high scores because they're lost without them. The challenge arises when you can do as well or better without them.

As to clerics, oddly my kids are organizing a D&D game right now. I was thinking of playing, but then I found out that the cleric slot had already been filled, so now I'm not sure what I would do. I find clerics incredibly useful in play, particularly shukenja, and like playing them. (Not my only choice, but a good one.) I think again this is a matter of people not thinking about how to use what they can do effectively. In short, people who don't want to play clerics probably are having trouble figuring out how to play a character effectively if the character's effectiveness isn't obvious on the front page of the character paper.
Frank wrote: Based on what I saw from this experiment, I will be going with straight point buy for my next game unless I can come up with a better random system.

Take a look at the D&D Method V rolling system (the version linked is expanded to cover more character classes than the original). I did the math now, although I don't recall the details. As I recall, you had something near a 50% chance that your single best attribute score would be an 18, but because of the declining rolls the odds for each successive score went down to about 0.5% on the last roll.

There's no reason you can't design a randomized system that gives solid returns. You just have to take the time to figure out what you want and how to get it.

--M. J. Young

Message 13312#142983

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/18/2004 at 10:41pm, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation


By the end of the first adventure, mine was the only character who made third level, and was the most respected character in the game. I played smart, and took calculated risks when I needed to, and won them more often than not. I strategically out-maneuvered a skeletal warrior and out-talked a demon, as well as leading the party in and out of serious danger to complete our mission, and making them all rather wealthy in the process.

That sounds cool. But I'd say that your GM enabled your play. I've seen too many games where the GM only enabled straight up combat effectiveness. In the games I've played where I had crappy characters I basically had nothing I could contribute to the game (especially in the ones where I was playing a fresh low level character in a higher level party, where the existing players had much more knowledge about the world, so if any sort of talking came up, they dominated).

Of course the key here is that the GM has to enable his players to have a good time. For the most part, the GMs I have played with didn't consider this part of their duty. They ran games where you had to "earn" your way to an effective character. Is it any wonder I'm soured to playing in general, and a lot of character generation techniques.

You bring up more card games, but again, they aren't really fair analogies. You aren't stuck with the same hand for a seasons worth of bridge nights (and in fact, in a bridge tournament, 1/4 of the players will get the the same hands you got).


Take a look at the D&D Method V rolling system

But you could still end up with a pretty crappy character. Sure, it becomes exremely rare, but still (and one thing using the normal distribution combat chart I've mentioned here before has taught me is tha tthe improbable will happen)... Of course that method is still dependent on chosing class first, so it wouldn't meet the test of "roll a set of ability scores and decide what to play with it."

But certainly Method V is one way to approach a more reasonable system. And probably had such been used in the games I played in, I would have wound up a lot happier (though I think definitely everyone would have been playing a spell caster in Cold Iron, but then perhaps that's ok for that system - I'm not sure).

Frank

Message 13312#143003

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/18/2004




On 11/19/2004 at 9:14am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

How do you judge step on up in a player?

By his choices. Suppose the GM in collaboration with a group expectation, decides to test your fighting tactics? Mostly an opportunity for melee combat. And you rolled 5 strength (which puts your probabilities down the plug hole). What choices can you make to be judged by?

But, you might say, quickly change the challenge to being a leader, or a researcher or such like.

So you dodge the challenge. That's step on up? Eh? Your stepping on up to the challenge of avoiding the step on up given?

I'll grant, there is gamism there. But quite frankly it sounds like a certain article:

"my GM Herbie can run anything. The game can suck, but he can toss out what he doesn't like and then it rocks." OK, fine. Herbie is talented. However, imagine how good he'd be if he didn't have to spend all that time culling the mechanics.


In that one of the primary methods of challenge (melee combat), sucks a great deal of ass because of another part of the system (random strength). But ah ha, one can dodge over to one of the parts of the game which isn't the focus of the game. And therefore this part hardly has step on up assistance built into it (usually something like a 'roll and add your stat' deal, which is not influenced by player choice at all).

Imagine how good the step on up would be if you didn't have to dodge over to the more shabby parts of the system. Imagine if system did matter to the designer! >:)

If there's one thing I've noticed about men, is that like not mentioning anything about the emperors new clothes, they will embrace a shitty challenge like they have some meaningful chance at it. A crap challenge often gets accepted because nobody wants to be thought of as a wimp in calling it out as crud. "It's not crud, your just wimpy!"

Can I say 5 strength is crap, without being called wimpy? Much like only an intelligent person could see the emperors new clothes and what must I be if I can't see them and say so?

Has crap gamist design been leaning on this sort of thing for quite some time?

Message 13312#143045

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 2:15pm, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

ffilz wrote: ...or is this thread just going to be about berating folks for not wanting to rise to the challenge of playing a "wimpy" character?

<moderator hat on> Snarky attitudes characterized by leading questions will absolutely not be allowed here, Frank. If you can not handle a valid and challenging criticism of one of the standard dismissals of randomized character generation without mischaracterizing such as an attack or smear, I suggest you need to rethink your involvement in this thread (in more than the obvious sense). </moderator hat off>

Now, Frank mentions one of the main hurdles to acceptance of randomized systems in his statements, and likely unintentionally reveals why there is such a reaction to their suggestion as valuable:
That would be great if that was the way campaigns were run...I spent a lot of time not contributing to the game...I am interested in seeing how randomness could be used in character generation without it writing players out of the game, but all the players (including the GM if any) have to buy into the system.

First, notice there are actually two seperate subjects in the above: the subject of player choice to play under a given set of restrictions (which must include understanding those restrictions first), and the much less obvious subject of Dysfunctional Play. I fully agree that everyone at the table must buy into a system for that system to work (which includes the Social Contract, expectations of play, etc.). I have no argument with you there.

Basically, Randomized Generation is not going to solve dysfunctional play, but neither is Choice-based Generation. Yet CBG is being touted as the cure to the problems encountered. This is where my problem with the statement comes in.

In fact, Frank even points out very well why this is a situation of dysfunctional play affecting the result, rather than a problem of randomized generation: when he notes that the crappy characters he has played were crappy precisely because they were not combat effective in a game where the GM rewarded combat effectiveness.

When Frank claims that "random character generation has led to unequal play potential," I must respond that random character generation has done no such thing. As we can see, this is clearly a problem with the Social Contract and the choices of the GM in regards to his players. The problem lies with things completely outside the boundaries of the mechanical level. This problem of inequality/ineffectiveness rests almost entirely on the GM's shoulders, it is literally a case of the GM hosing the player (through choice or ignorance) and NOT the system. The system...has nothing to do with the problem.

How so? Note, the exact same complaint would arise from a gamemaster doing the following: "Ok, player one, you face three orcs. Player two, you face an ancient red dragon." Or from a player choosing a rogue with low hit points, or taking a non-combative cleric. In any of these cases, is play inequality the fault of random generation? Clearly not.

Yet for some reason, in this thread, these two exactly similar situations are being regarded as completely seperate.

Frank concludes that
Gamism is not possible if your character is not able to rise to the challenge raised by the group.
But it must be noted that this inability to do so is not a problem caused (inherently) by randomized generation, as the source of the difficulty is being made out to be. It is a problem with the GM, poor social contracts, and just plain bad group communication.

The above is illustrated in no greater way than in the futility of changing the mechanical system in such a case. The problem will remain, masked, perhaps, or this symptom of it covered over, without really being solved, ready to leap back out at the players at any given time -- as multiple orcs, angry red dragons, and crippled beggars.

In fact, this goes right back to the "starship captain" scenario: if the game is about starship captains, then you play starship captains, randomly generated or not. If the game is about starship captains, and you cannot create a starship captain with the rules...then it is obviously the RG system to blame, right?

No. Generation itself is broken, and the whole system may be broken. The problem is not that randomized generation is to blame for the difficulties, because CBG rules would be broken on this count as well (one could make a non-starship captain with the system and end up in the same pickle). So, yes, the problem is with the rules, but no, the problem is not with randomization.

Rather, regardless of "who/what is to blame" The players have simply made the choice during character creation to avoid the problem, without addressing the underlying problem. "I'll make a superior fighter!" they say, and play into the supported agenda of play on the part of the group or GM.

The belief is then that they made "A Choice" that was not constrained, disrupted, or ruined by randomized generation...and that is frankly just bullshit. They've altered one thing only: their own willingness to participate in the restrictions upon play, their own understanding and expectations of play. In this case, the unspoken GM-based restriction that characters be about combat prowess. Ultimately, they've actually "chosen" nothing, except to play along.

Suddenly we see exactly where the real problem lies, and it is not with whether character generation is random or not at all.

The problem is not with the randomized system, but expectations of play on the part of one or more participants (which includes, in this case, the designer(s)). Blaming "randomized generation" for the problem is completely missing the mark; the problems caused by character generation are symptomatic of a greater problem underlying the ineffective results produced by the system, regardless of whether it is CBG or RG.

ie: "Well, you COULD make non-starship captains with this system, but you're not SUPPOSED to..."

Of course this is rather simplistic example, but there's something hidden in it, something I didn't realize until just a few moments ago that it quite likely very telling to the whole discussion up to this point:
clehrich wrote: Gamism says step on up to the challenge. If one of the challenges is a randomly-rolled character, then you have to step on up to it. That IS the challenge.
To which I say "Bingo."

On the other hand, Frank appears to say the same when he notes,
"Gamism is about meeting the challenge of the particular game."


In all these cases, we are talking about "the challenge." Or are we..?

First, what is "the challenge"? Is it the scenario? Is the scenario the end-all, be-all of a game? To me, "the challenge" seems fairly wide-open in the context of an RPG, even in a fairly normal game of dungeon-based, kill-and-loot D&D.

It seems to me that it is the player who always sets what "the challenge" comprises, for him. This is something that occurs even in traditional games: in chess, for example, you may decide your goal is not "to win" (for whatever reason) but to take down as many of the other player's pieces as possible before endgame. The other player may not even be aware of this goal, and may be playing "to win," but that does not render empty the challenge set.

In fact, the game (and GM) may dictate the circumstances, but it cannot (necessarily) dictate the challenge. Nor can there be only a single challenge to overcome, which ties into my next point: Stepping Up is not about winning. Stepping Up is about...Stepping Up. That's right, the ability to win/overcome/beat the challenge has nothing to do with Stepping Up. (I am beginning to see why Ron stated that Gamism is both the most and least understood mode.)

Secondly, and importantly, what I noticed above was that we must ask if there is ever only one "challenge" to meet or that can be attempted in a game? Where Frank states "the challenge" exists in the singular, Chris talks about a character's makeup being "one of" the challenges, implying that "the challenge" is not a set or singular item.

For any given player Stepping Up, a challenge they are responding to may or may not be the same as the one the GM is offering, and there may be more than one challenge occuring during a given game.

Message 13312#143058

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 2:25pm, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

ffilz wrote: I've several times raised the point that I am interested in talking about how to include randomness in character generation if we can explore ways to avoid the whiff factor.

That would be great, and I'd love to see some discussion occur in that direction. I, personally, am unsure of how to proceed from this point with such a subject, as (for me) it would seem that such a thing would be highly dependent upon the specific mechanics of a given system.

Also, I would have to be convinced the real problem is the whiff-factor (ie: competency-showcasing-failure), and I am not so certain "whiff" has anything to do with the problem of character effectiveness in this particular situation.

Message 13312#143059

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 2:39pm, clehrich wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote: How do you judge step on up in a player?

By his choices. Suppose the GM in collaboration with a group expectation, decides to test your fighting tactics? Mostly an opportunity for melee combat. And you rolled 5 strength (which puts your probabilities down the plug hole). What choices can you make to be judged by?

But, you might say, quickly change the challenge to being a leader, or a researcher or such like.

So you dodge the challenge. That's step on up? Eh? Your stepping on up to the challenge of avoiding the step on up given?
This is a false example. Note the highlighted passage. Who says that's what has to be tested and challenged? If that is indeed the challenge, and you have randomly rolled a character who is terrible at combat, then yes, that's a problem for Step On Up. But who says that's the challenge?

If the challenge is to "beat" a dungeon, for example, that does NOT have to be done through pure combat tactics. It can be done that way, of course, but it doesn't have to be. If that's the challenge, and your group is made up of non-combat-effective characters, then clearly everyone will together need to step up to the challenge of finding another way. Which is to say, suppose you are given low points to build non-random characters, then you are all thrown against a combat-tough challenge, the assumption is that either (a) the challenge isn't fair, or (b) you shouldn't approach it through combat tactics -- the challenge is to find another means to beat the situation.

Now suppose that 50% of the group has non-combat-effective characters, because of random rolling. If the rest of the group says, "Screw you, we're going to do it the combat way," I would hope the GM would hose them for criminal stupidity. What needs to happen is for the group to say, "Okay, what are we good at, and how can we work together to make the most effective team? What approaches should we take to these challenges?" And then they come up with an appropriate strategy, which clearly isn't going to be 100% combat, since 50% of the party isn't strong in that area.

You continue to assume that the challenge is always in combat, and thus if you have a character who's weak at combat the whole thing isn't fair. But if the challenge is elsewhere, or if there is another way to approach the challenge, then stepping up means using the resources available, not whining because your character isn't good with a sword.

John Kim designed (but I think never quite completed) a tournament module that is very applicable here as an example. It has two stages. (It's OAD&D, I'm pretty sure).

Stage 1: You are a team of rangers, heavily armed and well trained, and your job is to wipe out a "nest" of kobolds, which is to say you have to go into a complicated maze of caves filled with kobolds. The problem is that the kobolds have a nasty habit of setting up traps and generally using trickery to gain the advantage. This part isn't very difficult, though, because you're very tough.

Stage 2: You are the tribal elders of the kobold cave-town. A bunch of psychotic fascist rangers are coming to wipe out your happy village society. You must stop them. The problem is that if you fight them head-on, you will die, because kobolds are wimpy compared to rangers. So you have to come up with other means: tricks, traps, deception, cutting the party into sections, etc. Now John I think got bogged down here, because his idea was that the rangers do not have a brain: they have a flowchart, and the DM simply follows it rigidly. This means, among other things, that if the kobolds can figure out how the flowchart works, they can use it against the rangers. The rangers work by semi-SWAT tactics: one guy covers a hall with a bow and yells, "Go go go!" and the next guy runs down the hall, dives behind cover, and scans the new area with his bow, and so on. This makes them tactically effective but rather narrow-minded.

The point of the example is that combat is the point here, but the kobolds suck at it. So is it unfair? No, because the point is not to fight head-on. A player who says, "But we can't win, because they're tougher than we are" is a wimp and a baby who's missing the point. The point is to beat the rangers by not playing their game.

You can't tell me that's not gamism!

Message 13312#143062

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 3:00pm, contracycle wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I'll agree that the above is a valid and really existing form of gamism.

But compare chess with poker, they are nearly diamteric opposites. In chess, the sides are exactly even, and everything is in the open. In poker, the sides are definitely not even, and little or nothing is in the open.

These are both games that you can step up to, but I suggest that are very different experientially and aesthetically. I like chess, I dislike poker. I like point systems, I dislike random gen systems. I think its quite possible that different gamists are attracted to different forms of game.

Message 13312#143066

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 5:48pm, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

contracycle wrote: I think its quite possible that different gamists are attracted to different forms of game.

This is completely true, and definitely unarguable. The problem I am seeing here is not that anyone is claiming that different types of Gamism and Gamist preference do not exist, but that certain claims about "what works" for "real" Gamism/challenge/fairness/RPGs are false or misdirected.

Disputation of those claims is certainly the goal I have aimed towards in this thread, and I warn everyone not to confuse the doing of this with a claim, disputation, or judgement of the former inarguable statement.

Message 13312#143089

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 7:12pm, ffilz wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Sorry for getting snarky. I admit that I've got a pretty big chip on my shoulder from dysfunctional play. Thank you for responding to my attempts at opening something for discussion, that was most of what was frustrating me, it seemed like we were talking past each other, and if I was misreading posts, I appologize. Perhaps there's also a misinterpretation that a gamist should be willing to step up to all challenges.

I'll grant that you are right about the dysfunctional play being most of the problem. However, I'll raise one thought: I see GMs who look at using choice over randomness as one way of recognizing dysfunctional play and seeking to change the way they play. So in one camp, we have dysfunctional play groups insisting that you suck up your 5 strength, and the other camp deciding that as part of making play functional, we won't force a random strength roll on the player. Of course there is a valid third camp which says rather than eliminate the randomness, let's make it part of the system.

My hackles were raised by the insistence that if one is dealt a 5 strength, then the step on up response should be to find another way to step on up than be a combat machine. This disregards the fact that the play group has to support the alternative step on up.

So I think part of the problem is that we're trying to talk in generalizations when we really need to be more specific, at least in examples, there ought to be some generalizations that can be made.

Frank

Message 13312#143104

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/19/2004 at 7:47pm, Mike Holmes wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

There's no argument going on in this thread. (further, people are moderating other people for very little reason).


One side says that the other says that there's only one sort of gamism, and that their argument is that randomness messes with it.

The other side says that there is a form of gamism which is messed by with randomness.

See the subtle difference everyone?

What's really the case is that we all agree that there are some forms of gamism, PVP being the obvious one, in which it's desirable to have a balanced starting point, which is made problematic by randomness. And others where randomess is not a problem.

So gamism does not suggest one solution or another, automatically, you have to know what sort of gamism you're shooting for. Which is personal preference, so there can be no indicator of what's generally better or worse for a design.


Then people go on to point out all the badly designed games where either randomness or point-based choice doesn't work. None of these arguments is worth anything, because they're all predicated on the idea that the designer using that method will design inappropriately. We have to assume otherwise.

What I will say is this. The reason that I believe we went to point based modes of generation is because it's easier to ensure that the problems of bad random design don't crop up. That is, if you rely on player intelligence, then the system can't be blamed for bad character's produced by the system.

Yes, that's throwing the baby out with the bathwater.

But then I also agree with Simon and others that this all assumes you're attached to the baby. Frankly, personally I can get along completely without it. I don't have the problems of players who make the same characters, or any desire for the immersion that might come out of randomization.

Which is to say that any and all arguments about this are invalid, because they're all based on personal preference. Use randomization if you want these things, don't if you're not concerned.

Basically it all comes back to preference. So no argument that's been made so far has any validity.


Raven, you say now that your idea was simply to say that randomness is no worse than any other method. Well, you'll have to understand how some of us made the mistake of thinking otherwise in the early part of the thread. Look at the title. Look at your rhetoric, the actual things you said. Until you said that you weren't trying to promote the superiority of randomness, I sure thought that was what you were trying to do.

So, sorry, but I think you've lead us all on a wild goose chase here. Which, BTW, we've gone over before, with the same result.

Mike

Message 13312#143110

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/19/2004




On 11/21/2004 at 6:03am, Manxome wrote:
Random and Nonrandom Creation

I am going to take the risk of trying to add comments to the thread after reading only about half of the replies (some from the front and some from the back). I apologize for any redundancy.

First, I see no reason why players who don't want to design characters should have to, but that doesn't mean that players who want to design characters shouldn't be allowed to. It seems like you could have a nonrandom character generation system, but also a random generator that only creates characters obeying the rules of the nonrandom system.

It's been argued that players will somehow benefit from being forced to play something they don't want to play. I think that if you can convince the player of that, you shouldn't need to force him, and if you can't, then he's not going to play with a random system anyway (or not happily, at any rate).

Second, while starting equality is important in some games and not important in others, I submit that balance (in a more general sense) is very important in any gamist setting. All characters don't need to be created equal, but you should know how powerful a character is (or is going to be) or the GM can't even set the challenges at the right level for the player. Perhaps what we want here is a parameterized system, where you can create a character with more or fewer "points." Of course, this only works if "points" are actually an accurate measure of a character's effectiveness, which is a nontrivial design challenge, with or without randomness.

Either a random or a nonrandom system can be good or bad at keeping characters at a desired level of effectiveness. However, there is an important difference in performance, which arises from the fact that game designers are not perfect: nonrandom systems which are exploitable can be exploited systematically, whereas random systems which are unbalanced can only be exploited probabilistically, which tends to make overly powerful options more obvious in nonrandom systems (because they can be reliably exploited) and excessively weak options more obvious (relatively) in random systems (because they cannot be reliably avoided). Which, again, seems to argue that giving players both options may be a good idea, but traditional wisdom holds that overpowered options are worse for balance than underpowered ones, so a nonrandom system (even if it's only for play-testing) strikes me as more important in developing balance.

Message 13312#143220

Previous & subsequent topics...
...started by Manxome
...in which Manxome participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/21/2004 at 7:07am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

I'll pose a question in terms of design, so were a little more concrete.

Now, if I can randomly produce a strength of 5, does that mean such a strength will be supported by the rule book for gamist play.

Will it? It can be, and in that case yes, it's really pretty wimpy to say you can't handle the challenge with your PC.

But quite frankly we have a history of 'system doesn't matter' in the industry. And I believe that random stats are something you have to work on very, very carefully so any result (like STR 5) is supported. I'm reminded of the rules 3E has for scrapping rolls if their just not good enough. Instead of accomidating a strength 5 in the design, that proffesional team decided to trash such results (as well as making them highly unlikely).

Now, can you play gamist with 5 STR where it isn't supported? Yeah, I'd say you can. But you'll be doing more work than other players just to keep up with them, typically (if not...well done, somehow the system did support STR 5 and you found it. That or your group has introduced house rules and play elements they'd probably swear they didn't).

The idea of 'system does matter' is a repeating one on the forge. Casually throwing in random stats without thoroughly checking the consequences of it isn't working under that idea. You have to work on random stats for them to support the play envisioned.

Also, yeah, this is just one type of gamism that STR 5 usually messes with. I just find it odd that if I buy a book about gamism type X, I should have to switch to gamism type Y if someone rolls a poor strength score. Weird product.

Message 13312#143223

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/21/2004 at 7:48am, clehrich wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote: Now, if I can randomly produce a strength of 5, does that mean such a strength will be supported by the rule book for gamist play. ... Will it? It can be, and in that case yes, it's really pretty wimpy to say you can't handle the challenge with your PC.
Callan, can you explain a little more what you mean by "support" here? I'm not quite getting that. Insofar as I do understand you, I think you're saying that if system does matter, and if the system is designed coherently such that this is consistently true, then a crappy strength (or whatever) is a challenge one can genuinely overcome and that's worth playing with. But I don't quite see, not remembering quite all the intricacies of OAD&D (it's been a while) and not knowing 3E at all, how that system made this an unplayable character. Or was that your point? I'm a little lost. Can you go back to OAD&D or use another example? Could you talk through an example of how a crappy random roll is not supported? I think this is the real bone of contention, and if I get the hang of your point we'll at least be on the same page.

Message 13312#143224

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/21/2004 at 5:12pm, John Kim wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Noon wrote: But quite frankly we have a history of 'system doesn't matter' in the industry. And I believe that random stats are something you have to work on very, very carefully so any result (like STR 5) is supported. I'm reminded of the rules 3E has for scrapping rolls if their just not good enough. Instead of accomidating a strength 5 in the design, that proffesional team decided to trash such results (as well as making
them highly unlikely).

Sorry, that doesn't follow. 3E has a rigidly-defined rule for when attributes should be rerolled: if total modifiers are 0 or less, or if the highest score is 13 or lower. Incidentally, under this, having Strength 5 is allowed. There is an 8% chance of having a 5 or less in your lowest ability.

Having a rigidly-defined reroll condition is not "System Doesn't Matter". In fact, it's very much "System Does Matter". The reroll is a part of the design, just as much as what dice to roll. Now, there are many designs out there which will say things like "If you don't like a roll, ignore it" -- like Vampire: The Masquerade and Fudge and the Lord of the Rings RPG. Sure, I'd agree that these are in the "System Doesn't Matter" camp. But not D&D3.

Message 13312#143231

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/21/2004 at 7:17pm, efindel wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

John Kim wrote: Now, there are many designs out there which will say things like "If you don't like a roll, ignore it" -- like Vampire: The Masquerade and Fudge and the Lord of the Rings RPG. Sure, I'd agree that these are in the "System Doesn't Matter" camp.


I can't speak for V:TM, not having played it since the first edition, nor LotR... but I don't believe that Fudge says that anywhere. It does say that one should not roll when success or failure should be certain, but that's a different thing.

John Kim wrote: But not D&D3.


Well, actually, D&D3 does say that. DMG, page 18:

DMG wrote: The DM really can't cheat. You're the umpire and what you say goes. As such, it's certainly within your rights to sway things one way or another to keep people happy or keep things running smoothly. It's no fun losing a long-term character from getting run over by a cart. A good rule of thumb is that a character shouldn't die in a trivial way because of some fluke of the dice unless he or she was doing something really stupid at the time.


That's not quite "if you don't like a roll, ignore it" -- but it's closer to it than anything I can find in my copy of Fudge Expanded Edition. And while it doesn't say anything specifically about character generation, that section doesn't say much of anything specific, period. Essentially all it says is that "it's okay to fudge as GM if you think you need to, and if you don't want to, that's okay too." I don't have D&D3.5, but I'd bet it has something very similar in its DMG.

(As a side point, Fudge has "Fudge Points" to let players overrule the dice when they need to. D&D3 has no equivalent -- and thus, when the players run into a bad run of the dice, they have no way out of it but to either "work around" the rules in a way that eliminates the randomness, or hope the GM will fudge the dice on their behalf.)

Message 13312#143237

Previous & subsequent topics...
...started by efindel
...in which efindel participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/21/2004 at 9:41pm, John Kim wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

efindel wrote:
John Kim wrote: Now, there are many designs out there which will say things like "If you don't like a roll, ignore it" -- like Vampire: The Masquerade and Fudge and the Lord of the Rings RPG. Sure, I'd agree that these are in the "System Doesn't Matter" camp.

I can't speak for V:TM, not having played it since the first edition, nor LotR... but I don't believe that Fudge says that anywhere. It does say that one should not roll when success or failure should be certain, but that's a different thing.

You have a good point. Fudge wasn't a good example of this. My thinking was that between Subjective Character Creation and Story Elements combat, Fudge has codified a "GM decides" as an option. Fudge doesn't really have a general GM advice section like the D&D section which you quote, so that can't be directly compared. But there are a lot of games which give explicit advice of "ignore rules or rolls as desired", so I should have gone with those.

efindel wrote: Well, actually, D&D3 does say that. DMG, page 18:
...
That's not quite "if you don't like a roll, ignore it" -- but it's closer to it than anything I can find in my copy of Fudge Expanded Edition. And while it doesn't say anything specifically about character generation, that section doesn't say much of anything specific, period.

Well, that's a generalized GM advice section. From that subsection, the only case for GM "cheating" is for PC death. This is reinforced a few paragraphs down in the subsection titled "When Bad Things Happen to Good Characters". And even then, it suggests this as a stylistic choice, not prescriptive advice. i.e. It can be OK if the GM goes by strict die rolls and kills the party, but also can be OK if the GM fudges for PC survival. So while this case is a bit of ignoring system, I think that overall D&D3 is follow-the-rules and "System Does Matter".

There are a lot of systems which give very explicit advice about this. Let me quote from Champions: The New Millenium (the first incarnation of Fuzion system), page 175. Note that this is different than the original Champions and the HERO system, and was a new system written to make a more rules-lite game covering the same ground as Champions.
No one should try to GM Champions, or any other game for that matter, without having a thorough understanding of the rules.
...
However, there is an extremely important caveat to this -- don't let the rules get in the way of having fun. If a particular rule is spoiling your fun, ignore it, discard it, or change it to suit you. One of the greatest things about role-playing games is that they allow you and your players to change the game to make it better for you -- take advantage of it!

Similarly, don't let "rules lawyers" among your players ruin everyone else's fun. There have to be some rules, to make everything fair and consistent for everyone, and that in most situations the rules should be followed. But if Player A consistently comes up with clever maneuvers or ideas that are fun but don't strictly follow the rules, and Player B is constantly point out that rules are being violated and trying to stop what Player A is doing, then shut Player B up and let Player A charge ahead.

This sort of thing is very common among the certain style of games that flourished in the 90s following Star Wars and Vampire: The Masquerade. In my opinion, D&D3 and other D20 games are very much a backlash reaction against these -- returning to a more strict-rules style.

Message 13312#143245

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/21/2004




On 11/22/2004 at 2:16am, greyorm wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Mike,

Out of everyone on the Forge, you coming down on me for using strongly worded rhetoric to make a point is, well, forgive me, but it's rather ironic, as I believe you would agree.

Now, while I do have problems with certain statements in your post, I'd prefer to concentrate on things relevant to the subject, and touch on the other item later.

Which is to say that any and all arguments about this are invalid, because they're all based on personal preference. Use randomization if you want these things, don't if you're not concerned.

I am aware of how my post might be taken, though not to the extent it actually was (which was interesting and telling in its own right). The utilization of the false dichotomy was not, however, a mistake. The post is so overboard, so completely at the opposite end of the expected spectrum because of the entrenchment in the opposite position so common among gamers. What better way to deal with the entrenched position than present the denigrated approach in the same light as the entrenched position?

I fully expected people to read deeper than the presented surface to get at the ideas because of this obvious conflict with experience. It didn't happen quite as I'd expected, but it has served its purpose decently. A casual overview would have hardly suited the purpose of attacking the oft-held position, nor stirred the sort of involvement necessary for examination and discovery that there even was such a deep-seated entrenchment against randomization for surprisingly little good reason.

Right now, the thread has become sidetracked from that initial point, though not to a particularly terrible degree, which is why I'm going with it where it is heading at the moment, as it seems obvious to me at this point the current subjects need to be hashed out so that further discussion and understanding can continue.

To recap: "There are many valid reasons to utilize randomization in a game design. Randomization has gotten a bad rap, and it is much better an option than it is made out to be by the general gaming public." That right there is the challenge that started the thread off, why I chose the false dichotomy route, and strong words: to viciously attack that bad rap. I'm sorry you are upset "you didn't get it" right off, though you weren't necessarily meant to. If that make sense?

Mike Holmes wrote: See the subtle difference everyone?

Yes, we do, in fact; but I do not believe that is what has or is happening here, as I don't believe the distinction you paint above is so black and white in this discussion, given the aformentioned entrenchment that is often a factor in the development or presentation of that statement in contexts like these.

I suggest going back through many of the responses on this thread in this light to see why "we" (whomever you believe that to be) think that argument is often used as a screen, or as support for a belief that "randomness doesn't work, period" or "randomess is an inherently dangerous design!"

PVP being the obvious one, in which it's desirable to have a balanced starting point,

Is it, though? I think you would find that I would argue the opposite point quite strenuously: that unbalanced PVP is a completely acceptable form of Gamist play, and can be very rewarding and challenging for a variety of reasons already lain out by others. That any failure in play has less to do with system, and more to do with the participants (as a whole).

In fact, I could cite any number of computer games wherein the starting points of the players are deliberately not balanced. Does that mean it is always a good idea? No, once again, whether or not it is a good idea depends upon the participants and their desired goals in play -- but this has very little to do with system, with randomization as a factor in "good" or "bad".

Now, I can see how this might look like a "My GM Herbie can run anything..." disavowal that system has anything to do with the quality of play -- and perhaps it is, my jury is still out on that -- but for the moment, I see the two situations as completely seperate, with the situation to which I am referring being a misattribution of the problems of a given game being placed upon its system rather than the group for failing to match their expectations of play with system. Sort of a reverse of the GMHerbie situation.

So gamism does not suggest one solution or another, automatically, you have to know what sort of gamism you're shooting for. Which is personal preference, so there can be no indicator of what's generally better or worse for a design.

Let me play Devil's Advocate for a moment: aren't you just saying that system doesn't matter? That the design of the game doesn't matter because it's all about personal preference anyways, so a designer is just shit out of luck when it comes to creating a Gamist design?

Obviously that isn't what you are saying, but I don't know if the subtleties involved in your statement above will be readily apparent to everyone at first glance.

What I will say is this. The reason that I believe we went to point based modes of generation is because it's easier to ensure that the problems of bad random design don't crop up. That is, if you rely on player intelligence, then the system can't be blamed for bad character's produced by the system.

Alright, then, how does that stack up to my TROS example at start, and the problems involved? Would you say this situation was the player's fault, not the system's (ie: not being precognitive enough to understand how the game will play before he has played it)?


Now, to turn to certain parts of your post which I found lacking in their contribution:

So, sorry, but I think you've lead us all on a wild goose chase here. Which, BTW, we've gone over before, with the same result.

I'm not sure what you mean here. That wild goose chases have occurred regarding this subject? Or that I have led you on a wild goose chase before? If the former, then the judgemental attitude you've copped towards the thread isn't scoring you many points. Links and references supporting your claim would have helped alleviate this, so could you provide those?

Tangential note: you realize what I'm complaining about here would be precisely the sort of empty dismissal that folks have come down on the Forge for (if you'll scan the various threads to be found regarding the perceived attitude and behaviors at the Forge that cause the most upset)? Except usually folks get thread links to where it has been hashed out before.

So no argument that's been made so far has any validity.

I personally think much of your post comes off as an unfair blanket judgement about the discussions that have taken place in this thread, certainly the above does. And while I'll agree that judgement might be applied correctly to some small amount of the discussion, I don't believe it is so much as you appear to make out.

Basically, you have said that everything in this thread was "invalid" (ie: worthless) -- and I don't know about anyone else, but I find that very insulting to the participants, whom I believe have raised a number of good points not so easily dismissed as just "invalid" fist-shaking.

Honestly, though, if you think the thread is a waste of time ("yours", "ours", or whomever it is you are speaking of) then: don't participate, don't read it, don't chime in to tell us "this has all been done before." The thread is valid and useful to me, and to (I hope) the others participating in it. That's really all there is to it. If you think the thread is useless, then go away and leave us to our own intellectual explorations. And in that case, thank you for your opinion...but thank you very much.

Now, I sincerely hope that is not the case, as I'd enjoy hearing you weigh in on the questions I've posed above, but in case you feel all this is just more wild-goose chasing, I'm sorry you feel that way, but then there's no more need to waste your or our time.

Message 13312#143259

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/22/2004




On 11/22/2004 at 6:00am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

John Kim: No no, my paragraph is just confusing. I meant to say completely what your saying. I was refering to a history of 'system doesn't matter', and refered to 3E since I think it is an example of 'system does matter' design. Mentioned it to show how they wanted to avoid certain scores, most likely because those scores are unplayable. Though I didn't know you could get a five...but the other stats would have to be quite high for it to be a valid roll...and then you choose where you assign it. Pretty much avoiding the STR: 5 prob entirely.

Hope I didn't confuse everyone else on that bit.

Message 13312#143270

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/22/2004




On 11/22/2004 at 6:30am, Noon wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

clehrich wrote:
Noon wrote: Now, if I can randomly produce a strength of 5, does that mean such a strength will be supported by the rule book for gamist play. ... Will it? It can be, and in that case yes, it's really pretty wimpy to say you can't handle the challenge with your PC.
Callan, can you explain a little more what you mean by "support" here? I'm not quite getting that. Insofar as I do understand you, I think you're saying that if system does matter, and if the system is designed coherently such that this is consistently true, then a crappy strength (or whatever) is a challenge one can genuinely overcome and that's worth playing with. But I don't quite see, not remembering quite all the intricacies of OAD&D (it's been a while) and not knowing 3E at all, how that system made this an unplayable character. Or was that your point? I'm a little lost. Can you go back to OAD&D or use another example? Could you talk through an example of how a crappy random roll is not supported? I think this is the real bone of contention, and if I get the hang of your point we'll at least be on the same page.


On how it makes an unplayable character:

Now, it's a little hard to give examples unless we can establish that a game can and (for the sake of example), has a particluar type of dominant gamism focus.

Imagine a game has 90% gamism A focus (perhaps combat), and 10% gamism B focus (perhaps social conflict).

Now say the play group (the customers) bought it for its A focus (because that's what it does the most). They want focus A and they are keenly presenting game world material in play that revolves around focus A.

But say I roll 5 STR. And focus A revolves around Strength. By revolves I mean you can pretty much look at each option in the A section and see your chance at succeeding at them will not pay off the resource cost of trying.

The dice roll has pretty much determined that I will be rewarded for pushing toward focus B (social conflicts) because I'll get burned by focus A stuff. But the products main focus is focus A and the group is playing it because they know that and that's what attracted them to the product. They want combat and I'm just grinding against them by trying to change that. This is a product in conflict with its own design goals and it's rendering a PC unplayable. I mean, if I write a game which rewards most of the group to avoid what will reward one or two other players, those two players aren't getting a chance at rewards. That's unplayable. Why would I write a game like that...it's almost malicious.

I'm thinking AD&D was less than 10% support to any other gamist focus. Hell, it hardly supported even one gamist focus IMO.

Message 13312#143273

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/22/2004




On 11/22/2004 at 7:52am, clehrich wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Okay, so you're saying that the problem with random chracter design in gamism is that most gamist designs are oriented around a single type of challenge and approach, such as combat or whatever. And if you allow random generation that produces characters ineffective for that approach to that challenge, that sucks. Right?

I guess I'll buy that, but that's not my recollection of D&D. As you say, that wasn't entirely coherent gamism anyway. But I do think that it was very possible to run weakling characters effectively. Part of how it worked, of course, was that you had huge parties, so the division of labor allowed a greater range of niches.

But I think I see where you're coming from. My sense is that Raven is talking about the principles of design rather than the actualities; that's why he's talking about an approach that's rarely taken these days. So the difference is de jure on his side and de facto on yours, which is a basic mismatch in argument.

Message 13312#143280

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/22/2004




On 11/22/2004 at 1:34pm, Ron Edwards wrote:
RE: Why Choice Sucks: the Beauty of Random Generation

Hello,

This thread's closed now for several reasons.

Please take all substantive sub-topics and specific issues to daughter threads.

Best,
Ron

Message 13312#143296

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 11/22/2004