The Forge Reference Project

 

Topic: Character Generation and Literary Portrait
Started by: Thierry Michel
Started on: 4/1/2003
Board: RPG Theory


On 4/1/2003 at 1:04pm, Thierry Michel wrote:
Character Generation and Literary Portrait

I'm aware of a few systems (for instance HeroWars or the Pool) that allow players to write a short portrait of their character and use it to derive traits and skills. As a fan of the genre of the literary portrait, I like this approach, but I wonder about the drawbacks (obviously, it requires an open system but that's not a drawback for me).

In particular, how does one balance flaws/positive traits, or internal/external traits and how general can the traits be ?

Message 5799#58639

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 2:27pm, Ron Edwards wrote:
RE: Character Generation and Literary Portrait

Hi Thierry,

This method requires some rules in order to work, and the Hero Wars approach seems strongest. James adapted those rules for The Pool at my urging.

1. No lists. "My guy has an A, and a B, and C, D, and E!"

2. Good grammar. Put in (and count) all the "and's" and "the's."

3. Strict word limits. People always whine about it, but I've found them to be constructive in all cases.

You might want to examine some of your assumptions about "balance." Most of us are pretty pre-programmed that a character should have a list of "goods" and a list of "bads," and that the two should somehow match. This might be desirable for a given game, but it's not as obligatory for good play as many might think.

These two games have different approaches to positive and negative abilities.

In Hero Wars, all the abilities are rated according to their category. E.g., if you have "Ride horses" because it's part of your "Grazer" cultural keyword, then it's 13, just like any other ability in that category. So all of your abilities start at either 13 or 17. You do get to boost any three of them. So every starting character starts with exactly the same numbers. Also, some keywords carry Flaws (e.g. Yinkin worshippers are scorned by warriors).

In The Pool, all the abilities are just ... abilities. "Negative" is implied simply by not having an ability, or - more concretely - by an ability which is occasionally used positively (e.g. "arrogant") but can also be role-played in a negative fashion. It doesn't affect dice rolls negatively under any circumstances.

Best,
Ron

P.S. Final reference: Castle Falkenstein is the game which pioneered the method, although it's a little more "list of stuff drives the paragraph" rather than "paragraph drives list of stuff."

Message 5799#58645

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 2:34pm, ethan_greer wrote:
RE: Character Generation and Literary Portrait

I'll tackle this from a GNS standpoint, I guess.

The two examples you mention, Hero Wars and the Pool, both support Narrativist goals in play as I understand them. The concept of game balance, on the other hand, is firmly couched in Gamist principles and goals.

Assuming a social contract in which participants are focused on Narrativist goals, the concerns you raise about balance become less, um, concerning. If Joe Player wants his character to have a super-powerful ability, that's fine as long as it doesn't interfere with the overall goal of story/theme. On the other hand, a snivelling toady with no redeeming qualities other than a gift for weasling out of trouble is at least as likely to make for interesting story/theme as a power-house character.

Narrativist games don't have to be fair or balanced to work, IMO. They simply need to support story, plot, and theme.

On the other hand, it's all well and good to blather on about theory. In the practice of actual play, I'd expect the GM to go over the characters and nix traits that they feel are inappropriate. As such, game balance becomes an issue governed by the social contract of the group. With games like Hero Wars and The Pool, it's important for the GM to have a good handle on the characters anyway, so going over the characters prior to play is practically a necessity IMO.

Message 5799#58647

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 3:29pm, Thierry Michel wrote:
Thanks for the quick answer.

Actually, by "balance" I was not necessarily talking about game balance (though that might be an issue), but mainly on how to incitate players to submit interesting characters, that is sufficiently complex to have both good and bad aspects.

Message 5799#58652

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 3:39pm, ethan_greer wrote:
RE: Character Generation and Literary Portrait

Doh! A misreading on my part. Sorry...

Message 5799#58655

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 3:55pm, Paganini wrote:
RE: Character Generation and Literary Portrait

Ethan and Ron have nailed it as far as I'm concerned, so this is just a "yeah, and..." post. I'd like to point out two things:

1 - Ethan's absolutely right about the GM going over the traits and nixing inappropriate ones. But be aware that "appropriate" is vastly different from "balanced." Appropriate traits are ones that aim at the theme of the game, the issues to be explored, and so on. Let's say your game is dealing with the role of heros in society, and one of your players has a trait "Immortal," meaning he can never be killed. This would not be out of place at all. It points the story at all kinds of protagonizing issues: How does society treat someone who doesn't die? How does the character himself deal with it? etc. Other, non-immortal, characters might be just as protagonized as the immortal character, even though the Immortal character is over-balancing from a power-gaming perspective.

2 - If James (V. West) ever manages to get it done, The Questing Beast has some excellent ideas and advice for creating and handling the character's story (called the Romance in TQB). Not sure how much of the current draft is up on his website, but you should check and see.

http://www.randomordercreations.com

Message 5799#58660

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 4:16pm, Thierry Michel wrote:
RE: Character Generation and Literary Portrait

Paganini wrote: Appropriate traits are ones that aim at the theme of the game, the issues to be explored, and so on.


Actually, I was wondering about lifting (short) portraits from (relevant) literary works as examples to set the right mood.

Message 5799#58661

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 4:18pm, Ron Edwards wrote:
RE: Character Generation and Literary Portrait

Hi Thierry,

You wrote,

how to incitate players to submit interesting characters, that is sufficiently complex to have both good and bad aspects.


To answer this, we should consider why players may not submit such characters. Usually, it's because they've experienced other role-playing situations in which "bad stuff" exists as a means of GM control over their characters.

If you take Dependent Non-player Character in Champions, the GM kidnaps your girlfriend so you have to fight the bad guy. In some instances of Champions play, this is dysfunctional - the GM basically "makes" you decide certain things and forces the character to go here and do this.

If you take Honest as a psychological limitation in GURPS, the GM and the rest of your group expect you to play an honest character. In some instances of GURPS play, this is dysfunctional - the GM might force you to blurt out some truth or prevent someone else from lying in order for a pre-planned plot event to occur.

After a few instances of such play, players resist taking anything "bad" because they dislike being roped into situations in ways that diminish their roles as (a) fellow authors and (b) fellow thinking beings, as opposed to the GM's miniatures.

To make myself perfectly clear, your goal is, I think, to establish a social relationship among members of the group that keeps these and similar dysfunctions from happening. If I make up an honest character, it's because I look forward to his honest operating as both a strength and as a weakness - at times of my choosing, and in ways that matter to me and to everyone at the table.

In other words, this desire you have regarding the players' attitude and approach toward play has to be integrated with a commitment on your part never to railroad, and with demonstrating that commitment to the players. Once this happens, you will see players absolutely loading their characters with disadvantageous stuff and gleefully bringing those negative aspects into play with no effort on your part at all.

Best,
Ron

Message 5799#58663

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

 (leave blank for none)
...from around 4/1/2003




On 4/1/2003 at 5:59pm, Bruce Baugh wrote:
RE: Character Generation and Literary Portrait

Ron beat me to it. When players know that character limitations and vulnerabilities will lead to MORE FUN PLAY, they'll go with it. I find that with players coming out of more adversarial environments, it often works well to encourage them to pick just one or two interesting and not terribly handicapping flaws for their characters and see how it works in play. Then let them add some more later. They have to learn how to trust you, if they've been shaped by other styles, and you need to show them that it's worth it.

Message 5799#58690

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

 (leave blank for none)
...from around 4/1/2003




On 4/2/2003 at 4:25pm, Thierry Michel wrote:
RE: Character Generation and Literary Portrait

And for the more technical question, the "narrowness" of the trait ? Is it important ? Or should everyone be allowed to take broad traits and apply them liberally to many situations ?

Message 5799#58851

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

 (leave blank for none)
...from around 4/2/2003




On 4/2/2003 at 4:35pm, Ron Edwards wrote:
RE: Character Generation and Literary Portrait

Hi Thierry,

You might consider how you're delivering these questions. There isn't any "should." If you ask "should" relative to a spectrum of options that have been employed successfully over hundreds of games, all we can say is, "There's a spectrum, pick a spot you like."

Amber: four attribute-type scores, each of which covers hundreds, possibly thousands of proposed actions, and no skill/ability type scores at all. Very very broad per named ability.

Zero: dozens of skill-type abilities, plus a reward mechanic for inventing new ones, with no attribute-type scores at all. Very very narrow per named ability.

These are the far ends of the spectrum, or near the far ends. The whole spectrum "works," pending other aspects of the system and how the system relates to functional play. Ya just pick a spot you like and which works relative to these things.

Best,
Ron

Message 5799#58859

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

 (leave blank for none)
...from around 4/2/2003




On 4/2/2003 at 4:47pm, Mike Holmes wrote:
RE: Character Generation and Literary Portrait

Once you've decided on the "Narrowness" there are several cool ways to enforce this. The obvious choice is the list of abilities to select from. But I'm getting that this is not what we're after. If you want freeform creation look at requiring abilities to go in boxes.

In Hero Wars, you have a cultural keyword and examples of what a cultural keyword can give. So a player can make up an entire set of abilities based on culture, just by looking at the other templates and choosing parallel abilities. Same goes for occupation and magic types in Hero Wars. By constraining the abilities to certain types of areas, players have an automatic idea of how wide or narrow they ought to be.

Older games have similar concepts less well developed. There are often "skills" that require you to further define them. As in GURPS where you cannot choose Survival, but must choose a biome in which the character is adept at surviving.

Just extend this sort of principle until all abilities are in some sort of box, and you'll have your enforcement issue solved without resorting to heavyhanded GM fiat.

Probably other ways as well.

Mike

Message 5799#58863

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

 (leave blank for none)
...from around 4/2/2003




On 4/2/2003 at 5:00pm, szilard wrote:
RE: Character Generation and Literary Portrait

Thierry Michel wrote: And for the more technical question, the "narrowness" of the trait ? Is it important ? Or should everyone be allowed to take broad traits and apply them liberally to many situations ?


One thing that I'm trying to figure out (I'm using a free-form skill system, but not the literary portrait thing) is how to allow skills/attributes of differing breadth.

What I have realized, though, is that it isn't the breadth or narrowness of the skill that matters, but how often the character uses it - and how effectively.

What brought this home was reading a little-known science fiction novel, The Golden Queen, by Dave Wolverton. The main character in the novel has Very Strong Wrists. Overall, he's a pretty strong guy, but he's short - and his strength isn't really unusual... except for his wrists. He manages, though, to make extremely effective use of his remarkable wrist-strength fairly often (part of this is that he's also a superb tactician).

So, in my game, (assuming I use character creation points) I'd want to make him pay about as much for his Very Strong Wrists as someone else might for simply being Very Strong, despite the fact that the former is far narrower than the latter.

What's important isn't simply the narrowness of the trait, but is also the narrowness (or breadth) of situations to which it is applied.

Stuart

Message 5799#58869

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

 (leave blank for none)
...from around 4/2/2003




On 4/3/2003 at 3:32am, M. J. Young wrote:
RE: Character Generation and Literary Portrait

Ron Edwards wrote: Amber: four attribute-type scores, each of which covers hundreds, possibly thousands of proposed actions, and no skill/ability type scores at all. Very very broad per named ability.

Or Legends of Alyria, in which there are three attributes any one of which can be used to support any action (it's an outcome resolution system, not a task resolution system--and extremely well designed).

(Oh--and Ron knows that already; that's for anyone else wondering how you can use one attribute for everything, and still have a reason to have three.)

--M. J. Young

Message 5799#59033

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 4/3/2003




On 4/3/2003 at 6:28pm, bladamson wrote:
RE: Character Generation and Literary Portrait

I've been toying with the idea of a sort of "concept worksheet". It might cause character creation to take a little while, but might also assist those that have trouble coming up with a decent background.

Here's the idea. It is divided into several sections, one for each phase of life up to when the character enters play. Each section has three columns. The first column asks some questions along the lines of "what if any enemies did the character make?", "What job or schooling did the character participate in?", etc etc, with a few lines for expounding upon the answer under each question. Hopefully this will provide enough guidance for players who are uncertain about what sort of character they wish to play, while not hindering those who do.

In the second column, the player derives learned skills from what was listed in column one. Probably up to some sane maximum to keep people from taking advantage of the system.

In the third column, the player derives "plot hooks" from column 1. The character is rewarded with "Luck points" (up to some sane maximum) for each plot hook, which are more or less used to fudge die rolls in the character's favor or reduce damage, etc. The GM can then model his story taking the characters' plot hooks into account.

I was also thinking of allowing randomly generated lifepaths for players who like having more random characters. The output of lifepath generation would fulfill the same function as the worksheet. It would still be up to the player to derive plot hooks, if they desire to do so.

Care to comment on any pitfalls I'm missing, or anything else?

Message 5799#59191

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

 (leave blank for none)
...from around 4/3/2003




On 4/3/2003 at 7:16pm, Mike Holmes wrote:
RE: Character Generation and Literary Portrait

Sounds pretty cool to me.

See cyberpunk for something similar that might give you ideas on what sort of developmental areas to look into.

Mike

Message 5799#59219

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

 (leave blank for none)
...from around 4/3/2003




On 4/3/2003 at 7:34pm, bladamson wrote:
RE: Character Generation and Literary Portrait

Mike Holmes wrote: See cyberpunk for something similar that might give you ideas on what sort of developmental areas to look into. Mike


Kinda what I was ripping off... That or some later edition of Mechwarrior. Not sure if the lifepath method can be made into a generic enough mechanic for a generic system. Might just need to supply details for adapting it to a specific game... I seem to recall seeing a generic lifepath somewhere (GURPS maybe?), but I don't recall it being very good.

One of my colleagues has also suggested an interesting system of card-based plot hooks. Not clear yet how to tie these things into a character's background assuming the more random approach is not taken. Once a plot hook is used, the card is discarded and a new one is drawn at random. A TORG ripoff I suppose, but functioning at a lower level of the plot. Also removes some flexibility from the GM, but that's a debate for another forum I guess. :)

Was never really able to get into Torg, but then again I don't think we were playing it as the designers intended.

Message 5799#59230

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

 (leave blank for none)
...from around 4/3/2003




On 4/4/2003 at 6:32am, M. J. Young wrote:
RE: Character Generation and Literary Portrait

B. L. Adamson wrote: In the second column, the player derives learned skills from what was listed in column one. Probably up to some sane maximum to keep people from taking advantage of the system.

I'm dying to know what a "sane maximum" would be like. Real people may have a maximum number of skills, but really, have you ever tried to enumerate them? I play a dozen musical instruments, sing, and write and arrange music, and am learning to do it electronically (call me slow on that point). I've got woodcraft skills including camping, cooking, firebuilding, and survival, and watercraft skills including swimming, handling a variety of small boats, and lifesaving techniques. I picked up skills in woodworking, plumbing, electricity--I used to troubleshoot audio amplifiers back in high school. I rebuilt a couple of guitars. I write. I do computer programming and coding, to a small degree. I'm not completely helpless under the hood of a car. I've raised drywall and placed flooring. I did clay pottery and copper enamelling decades ago, and could probably remember how to do them again. I've worked with a blowtorch and been shown how to use an arc welder. My medical knowledge is rather extensive for a laymen--I recognize many drugs by their generic names, understand the operation of a lot of diagnostic equipment, and have extensive first aid training. This doesn't really touch my higher education--liberal arts, theology, and law, primarily, but with a lot more involved. I've never been terribly athletic, but I can do a couple of trampoline stunts (I learned them as a child, but just did them again last month to show my kids how they're done), am adequate at shooting hoops, and in touch football can usually squirm through a defensive line fairly easily.

Maybe I'm not the kind of character you want to create; I've always been a generalist--I've always figured I wanted to know something about everything (learning less and less about more and more until I'm going to know nothing about everything, as they say).

It's probably not the number of skills you want to regulate. Ordinary people have hundreds of real skills, useful things they can do that they learned over the years. How many people here can ride a horse? How many can fix a leaky faucet? How many can drive a standard transmission truck? Find information in a library or encyclopedia? Fire a gun at a target? Fire an arrow at a target? Throw a knife with some accuracy?

One thing you might consider is to leave that second column blank, and split it into two columns. Then when a situation arises, let the players say, "It's possible that my character knows how to do X, because he might have learned that when he Y." Assign a probability to it. Sometimes that probability will be 100%, and you'll just grant it; sometimes it will be 0% and you'll say, "that's ridiculous, there's no connection between going to clown school and being able to fix a faucet." Most will be between. You'll assign the probability and roll the dice. If it's good, it gets added to column B as something the character knows how to do; if it's not good, it gets added to column C as something the character doesn't know how to do at this point.

That way you can represent the vast number of skills characters really have without having long skill sheets. Nothing wrong with long skill sheets--I use them all the time, and enjoy them. But if you're looking for a way to control how many useful skills characters have, and you don't have any better way than maximum number (very unrealistic, it seems to me), it might give you what you want. It also gives you surprises. After all, probably very few people who know me would guess that I drove a dump truck in college--but I know how to do it, because I did, even if I never do it again. So, too, with characters, you'll have those moments where one of them says, "I did something like this before, let me try," and everyone discovers a new facet of the character not previously explored.

Just an idea, anyway.

--M. J. Young

Message 5799#59468

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 4/4/2003




On 4/4/2003 at 6:36am, bladamson wrote:
RE: Character Generation and Literary Portrait

M. J. Young wrote: One thing you might consider is to leave that second column blank, and split it into two columns. Then when a situation arises, let the players say, "It's possible that my character knows how to do X, because he might have learned that when he Y." Assign a probability to it. Sometimes that probability will be 100%, and you'll just grant it; sometimes it will be 0% and you'll say, "that's ridiculous, there's no connection between going to clown school and being able to fix a faucet." Most will be between. You'll assign the probability and roll the dice. If it's good, it gets added to column B as something the character knows how to do; if it's not good, it gets added to column C as something the character doesn't know how to do at this point.

That way you can represent the vast number of skills characters really have without having long skill sheets. Nothing wrong with long skill sheets--I use them all the time, and enjoy them. But if you're looking for a way to control how many useful skills characters have, and you don't have any better way than maximum number (very unrealistic, it seems to me), it might give you what you want. It also gives you surprises. After all, probably very few people who know me would guess that I drove a dump truck in college--but I know how to do it, because I did, even if I never do it again. So, too, with characters, you'll have those moments where one of them says, "I did something like this before, let me try," and everyone discovers a new facet of the character not previously explored.


Oh my god, that's a great idea! Thank you!

Message 5799#59469

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

 (leave blank for none)
...from around 4/4/2003