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<blockquote data-quote="sheadunne" data-source="post: 7652493" data-attributes="member: 27570"><p>In my current game (homebrew game system) background is developed during play. Each session players get a background point that they can use to say they're proficient at a task, know someone, or are familiar with a place. In D&D terms, this might be like players assigning skill points during play, rather than prior to play or when they level up. The rogue doesn't put points into Forgery until it comes up in play. It feels more organic to me. </p><p></p><p>I'm also not a fan of siloed PC creation or advancement. I don't care if your PC's father was killed by bandits. If you don't have at least one other PC buying into it, it's not going to come up during play. One of the biggest challenges to gaming in general is that character creation and leveling aren't part of game play. They happen outside of the game.</p><p></p><p>I find that the following things are the most useful for character creation (more so than background story).</p><p>- Profession (what was her place in society)</p><p>- Personality (what are her key personality traits)</p><p>- Physical, mental, social characteristics (biology)</p><p></p><p>After that, everything else can be developed during game play. Why not wait until you meet an NPC bandit before deciding that your character's father was killed by bandits? Why not wait until you're fishing on the river before you decide to have fishing as a skill? Why not wait until you find the Crossbow of Shooting-Really-Good before deciding that you have some skill with shooting a crossbow? It just feels more organic to me. </p><p></p><p>Always a good discussion.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 7652493, member: 27570"] In my current game (homebrew game system) background is developed during play. Each session players get a background point that they can use to say they're proficient at a task, know someone, or are familiar with a place. In D&D terms, this might be like players assigning skill points during play, rather than prior to play or when they level up. The rogue doesn't put points into Forgery until it comes up in play. It feels more organic to me. I'm also not a fan of siloed PC creation or advancement. I don't care if your PC's father was killed by bandits. If you don't have at least one other PC buying into it, it's not going to come up during play. One of the biggest challenges to gaming in general is that character creation and leveling aren't part of game play. They happen outside of the game. I find that the following things are the most useful for character creation (more so than background story). - Profession (what was her place in society) - Personality (what are her key personality traits) - Physical, mental, social characteristics (biology) After that, everything else can be developed during game play. Why not wait until you meet an NPC bandit before deciding that your character's father was killed by bandits? Why not wait until you're fishing on the river before you decide to have fishing as a skill? Why not wait until you find the Crossbow of Shooting-Really-Good before deciding that you have some skill with shooting a crossbow? It just feels more organic to me. Always a good discussion. [/QUOTE]
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