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Archetypal vs. Menu-style characters
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<blockquote data-quote="sjmiller" data-source="post: 1962472" data-attributes="member: 17262"><p>If I could vote in this poll, and for some reason I cannot, I would vote Menu-Driven. Why? Well, the reasons are rather complex and personal, but I think I can boil it down to a few simple things.</p><p></p><p>First, I find that character creation in a menu-driven system tends to be more flexible within the core system without the necessity of drawing in outside material. In my mind at least, archetypal can (in this instance) just as easily be substituted with stereotypical, and not lose any meaning. Every character in an archetypal game is like those Christmas sugar cookies. There are a few cookie shapes, a couple of kinds of frosting, and a couple kinds of sprinkles and candy for decoration. When all is said and done, the cookies pretty much look the same, just with a few variations. That's one aspect of archetypal games I am not particularly fond of using.</p><p></p><p>In a menu-driven system there are more possibilities to start with, and the flexibility expands the more the character is developed. I find it easier to replicate a character from fiction in a menu-driven game than in an archetypal game, as those fictional characters rarely fit into the boxes necessary in an archetypal system.</p><p></p><p>Secondly, I find that the archetypal systems tend to lead players into playing stereotypes of characters. The character classes in D&D, for example, carry a great deal of emotional baggage with them. Rogues are wirey, nervous, "mysterious" figures. Barbarians are fur loincloth wearing musclemen (often with an odd germanic accent). Wizards are older, bearded men dressed in flowing clothes with an air of mystery and power about them. You get the picture. Menu-driven systems, by their very nature, require you to paint your own picture of a character. There are no set powers and abilities for beginning characters. A blank slate means you can draw whatever your heart desires.</p><p></p><p>I guess what I am saying is I often find archetypal systems too restrictive. Not that they do not have their place. Sometimes, I admit, I like the ease of creating and playing characters in an archetypal system. I find there's less thought required to make them, as many decisions are already made for you.</p></blockquote><p></p>
[QUOTE="sjmiller, post: 1962472, member: 17262"] If I could vote in this poll, and for some reason I cannot, I would vote Menu-Driven. Why? Well, the reasons are rather complex and personal, but I think I can boil it down to a few simple things. First, I find that character creation in a menu-driven system tends to be more flexible within the core system without the necessity of drawing in outside material. In my mind at least, archetypal can (in this instance) just as easily be substituted with stereotypical, and not lose any meaning. Every character in an archetypal game is like those Christmas sugar cookies. There are a few cookie shapes, a couple of kinds of frosting, and a couple kinds of sprinkles and candy for decoration. When all is said and done, the cookies pretty much look the same, just with a few variations. That's one aspect of archetypal games I am not particularly fond of using. In a menu-driven system there are more possibilities to start with, and the flexibility expands the more the character is developed. I find it easier to replicate a character from fiction in a menu-driven game than in an archetypal game, as those fictional characters rarely fit into the boxes necessary in an archetypal system. Secondly, I find that the archetypal systems tend to lead players into playing stereotypes of characters. The character classes in D&D, for example, carry a great deal of emotional baggage with them. Rogues are wirey, nervous, "mysterious" figures. Barbarians are fur loincloth wearing musclemen (often with an odd germanic accent). Wizards are older, bearded men dressed in flowing clothes with an air of mystery and power about them. You get the picture. Menu-driven systems, by their very nature, require you to paint your own picture of a character. There are no set powers and abilities for beginning characters. A blank slate means you can draw whatever your heart desires. I guess what I am saying is I often find archetypal systems too restrictive. Not that they do not have their place. Sometimes, I admit, I like the ease of creating and playing characters in an archetypal system. I find there's less thought required to make them, as many decisions are already made for you. [/QUOTE]
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