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Games That Changed How We Play
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7780523" data-attributes="member: 19675"><p>Not so much an RPG as a system-neutral supplement, Task Force Games’ <em>Central Casting</em> products. </p><p></p><p>Even though <em>Traveller</em> was my second RPG ever, I really didn’t think of character backgrounds in that way for other games until these products hit. Sure, I gave them backstories, but not as intricate. But afterwards? Even if I didn’t use CC to generate them, most of my character backgrounds were more detailed.</p><p></p><p>And for me, at least, this led to better <em>roleplaying</em>: that added level of detail give me more of a grasp on who all those mechanics described. Knowing a PC’s past helped me think about how they’d act in the present and plan for the future. As such, CC marked the virtual end of my parade of cookie-cutter, stereotyped characters.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7780523, member: 19675"] Not so much an RPG as a system-neutral supplement, Task Force Games’ [I]Central Casting[/I] products. Even though [I]Traveller[/I] was my second RPG ever, I really didn’t think of character backgrounds in that way for other games until these products hit. Sure, I gave them backstories, but not as intricate. But afterwards? Even if I didn’t use CC to generate them, most of my character backgrounds were more detailed. And for me, at least, this led to better [I]roleplaying[/I]: that added level of detail give me more of a grasp on who all those mechanics described. Knowing a PC’s past helped me think about how they’d act in the present and plan for the future. As such, CC marked the virtual end of my parade of cookie-cutter, stereotyped characters. [/QUOTE]
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