Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Japanese vs American character development
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="s/LaSH" data-source="post: 669895" data-attributes="member: 6929"><p>This thread makes an interesting point, and one that is largely true. </p><p></p><p>Here's a perspective some might not have considered: While player choice can allow a player to mould their character towards something they want, if the character is pre-defined by professionals who've been doing this sort of thing for years and getting millions of sales off it, then that character's probably 'cooler' than the character created by someone who's never been paid to design characters.</p><p></p><p>I'm not saying it's better, mind you. It's just that some people appreciate deep characterisation that they exert, and other people are content to hit zombies with swords and look much cooler doing it.</p><p></p><p>Considering a number of games now, Deux Ex was good because of the choice it gave you, although perhaps not taken to extreme extremes. (Bonus points to the one who tells me where that's quoted from. It's a game with precisely one plot choice.) You can get bawled out for walking into the lady's toilets half an hour ago, but it doesn't have much effect beyond that.</p><p></p><p>Gothic, on the other hand... my friend's playing it right now, and it seems to be loaded with choice. Unfortunately, because of this the main character is very, very bland. In fact, when he tries to introduce himself at the start he's cut off by another character, which I thought was rather clever. Anyway, that game's all about making friends and enemies in a small area of land and the continuing relationships that go on once you've chosen an allegiance. (Oh, and beating up orcs with big swords.)</p><p></p><p>Quick summary of Gothic: You're a convict under a magical barrier. Nobody can get out alive, so the prisoners are running the mines - and because the ore's so incredibly valuable, they keep them running and trade ore for supplies. The Old Camp is the main settlement; the New Camp is a rival group who are trying to escape; and the Sect Loonies are a bunch of weed-smoking religious crazies who are trying to summon something called the Sleeper. You can ally with any of them after completing many, many tasks to prove your worthiness, but that doesn't stop changing relationships - I've seen my friend's character betrayed and locked out of one camp because of the armour he purchased.</p><p></p><p>The main character does have a certain level of personality all his own, quite beside any sociopathic tendencies you bring along with you (which are a bad idea, because even walking into someone else's hut gets you yelled at). There's quite a bit of sarcastic wit in the game. However, beyond that it's all up to the player... although they do their best to give you choice.</p><p></p><p>Anyway, Gothic is a good example of a game that is very, very bland in characterisation, but has a deep plot. There's a demo around somewhere, I'm sure. And the Barrier's real pretty when it flares up during a thunderstorm.</p><p></p><p>One more point: Premade characters are almost a must at cons, especially when you want to try out a new gaming system more complex than Fighting Fantasy. I was introduced to Blue Planet via a premade character and, while I never really understood the system, it really helped run a game shorter than two days. (ie. it took three hours.) Sometimes premade characters are just easier.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 669895, member: 6929"] This thread makes an interesting point, and one that is largely true. Here's a perspective some might not have considered: While player choice can allow a player to mould their character towards something they want, if the character is pre-defined by professionals who've been doing this sort of thing for years and getting millions of sales off it, then that character's probably 'cooler' than the character created by someone who's never been paid to design characters. I'm not saying it's better, mind you. It's just that some people appreciate deep characterisation that they exert, and other people are content to hit zombies with swords and look much cooler doing it. Considering a number of games now, Deux Ex was good because of the choice it gave you, although perhaps not taken to extreme extremes. (Bonus points to the one who tells me where that's quoted from. It's a game with precisely one plot choice.) You can get bawled out for walking into the lady's toilets half an hour ago, but it doesn't have much effect beyond that. Gothic, on the other hand... my friend's playing it right now, and it seems to be loaded with choice. Unfortunately, because of this the main character is very, very bland. In fact, when he tries to introduce himself at the start he's cut off by another character, which I thought was rather clever. Anyway, that game's all about making friends and enemies in a small area of land and the continuing relationships that go on once you've chosen an allegiance. (Oh, and beating up orcs with big swords.) Quick summary of Gothic: You're a convict under a magical barrier. Nobody can get out alive, so the prisoners are running the mines - and because the ore's so incredibly valuable, they keep them running and trade ore for supplies. The Old Camp is the main settlement; the New Camp is a rival group who are trying to escape; and the Sect Loonies are a bunch of weed-smoking religious crazies who are trying to summon something called the Sleeper. You can ally with any of them after completing many, many tasks to prove your worthiness, but that doesn't stop changing relationships - I've seen my friend's character betrayed and locked out of one camp because of the armour he purchased. The main character does have a certain level of personality all his own, quite beside any sociopathic tendencies you bring along with you (which are a bad idea, because even walking into someone else's hut gets you yelled at). There's quite a bit of sarcastic wit in the game. However, beyond that it's all up to the player... although they do their best to give you choice. Anyway, Gothic is a good example of a game that is very, very bland in characterisation, but has a deep plot. There's a demo around somewhere, I'm sure. And the Barrier's real pretty when it flares up during a thunderstorm. One more point: Premade characters are almost a must at cons, especially when you want to try out a new gaming system more complex than Fighting Fantasy. I was introduced to Blue Planet via a premade character and, while I never really understood the system, it really helped run a game shorter than two days. (ie. it took three hours.) Sometimes premade characters are just easier. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Japanese vs American character development
Top