For me, it's not necessarily collaborative PC creation - or, at least, not in a strict sense. But the starting situation has to have some sort of narrative coherence, vis-a-vis the PCs that the players have created. And the players are pretty central to ensuring this.Most of the games I’ve played over the last few years have some element of collaborative PC creation. It works so well that I don’t really expect I’ll ever run a game in the future where we don’t do that. Some games have very formalized rules or procedures for it, others are pretty loose.
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Any games I run, I’ll adapt these session zero processes for character creation.
The further details are system dependent; because different systems create different sorts of PCs who will make sense in different sorts of situation.
Here are a few examples:
4e D&D Dark Sun: Repost- first session of Dark Sun campaign
Prince Valiant: Prince Valiant RPG - played a session today
Burning Wheel: Burning Wheel actual play
Classic Traveller: Classic Traveller - session report with reflections on the system [long]
Torchbearer 2e: Torchbearer 2nd ed actual play
The players built their PCs, and came up with kickers, one of which connected directly to the campaign backstory (the death of Tyr's Sorcerer-King); and I integrated those kickers into an opening situation.
Prince Valiant: Prince Valiant RPG - played a session today
The players built their PCs, and then decided that two - who had turned out very similarly, mechanically - must be father and son; I narrated the meeting with a third PC as all were on their way to a tournament.
Burning Wheel: Burning Wheel actual play
My friend and I decided we would create a PC each and co-GM, each framing and adjudicating the adversity for the other. We agreed on a starting situation that would bring our PCs together, as rogues with a degree of common purpose.
Classic Traveller: Classic Traveller - session report with reflections on the system [long]
The PCs rolled up their PCs (Traveller-style), and I rolled up a starting world, and we worked out what the PCs were all doing there and how they fitted together; and then I rolled up a patron encounter, and fitted that into the PCs' backstories.
Torchbearer 2e: Torchbearer 2nd ed actual play
The two Elven PCs had once met in Elfhome, and one of them and another PC had met at the Wizard's Tower; the PCs met on the road, heading to the Tower of Stars (the first adventure site). I introduced some elements into the scenario to fit the PCs.
Of all my examples, I think this is the closest to classic D&D (which seems fitting for a game that is, to a significant degree, a homage to classic D&D).
Of all my examples, I think this is the closest to classic D&D (which seems fitting for a game that is, to a significant degree, a homage to classic D&D).