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Chargen Fun, Game not-so-much
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<blockquote data-quote="Dyson Logos" data-source="post: 4861088" data-attributes="member: 83678"><p>Your TMNT reference is not lost here - however I disagree that the whole thing was better than the game play. The initial stages of chargen were awesome (getting your animal, mutating it with Bio-E, and finding out your background), but then you had the tedium of having to pick out 40 skills, and then modify your stats because of your physical skills, and then spend the tens of thousands of dollars you might have in hardware if you got the right background. That was TEDIOUS. Made gameplay seem like a truckload of fun after all that.</p><p></p><p>I think that Palladium finally fixed this over-abundance of skills (and the fact that most of the physical skills modify your ability scores) issue with the newest version of Robotech, where you basically get to pick one or two of your skills, the rest are chosen as part of your O.C.C. and M.O.S. choices.</p><p></p><p>The Mongoose version of Traveller definitely has the "most fun" chargen of all the Traveller editions to date. I'm a big fan. I could make characters for days (I used to with MegaTraveller - rolled up sheet after sheet of characters - and since a character only takes up a few lines on a sheet when it's done, that's a lot of characters).</p><p></p><p>I've been making characters for all my RPGs for my blog, I've got 40-some-odd up there now, and plan to have at least one for each of 200 games, and then start making "suitably advanced" characters for most of them. I love Chargen, and doing it like this has taught me a lot about the pros and cons of layout, design and levels of complexity in Chargen.</p><p></p><p></p><p></p><p>Ha ha. Character creation in Car Wars is picking two skills (or three if you don't want a +1 in one of them) and then adding three boxes to your car (your hit points) to represent the driver.</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 4861088, member: 83678"] Your TMNT reference is not lost here - however I disagree that the whole thing was better than the game play. The initial stages of chargen were awesome (getting your animal, mutating it with Bio-E, and finding out your background), but then you had the tedium of having to pick out 40 skills, and then modify your stats because of your physical skills, and then spend the tens of thousands of dollars you might have in hardware if you got the right background. That was TEDIOUS. Made gameplay seem like a truckload of fun after all that. I think that Palladium finally fixed this over-abundance of skills (and the fact that most of the physical skills modify your ability scores) issue with the newest version of Robotech, where you basically get to pick one or two of your skills, the rest are chosen as part of your O.C.C. and M.O.S. choices. The Mongoose version of Traveller definitely has the "most fun" chargen of all the Traveller editions to date. I'm a big fan. I could make characters for days (I used to with MegaTraveller - rolled up sheet after sheet of characters - and since a character only takes up a few lines on a sheet when it's done, that's a lot of characters). I've been making characters for all my RPGs for my blog, I've got 40-some-odd up there now, and plan to have at least one for each of 200 games, and then start making "suitably advanced" characters for most of them. I love Chargen, and doing it like this has taught me a lot about the pros and cons of layout, design and levels of complexity in Chargen. Ha ha. Character creation in Car Wars is picking two skills (or three if you don't want a +1 in one of them) and then adding three boxes to your car (your hit points) to represent the driver. [/QUOTE]
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