So, I love life-path systems (like Traveller). I've used them in my own games (like WOIN).
I also like it when systems generate PC connections during character generation.
Traveller presents character generation as a mini-game. I like the idea of taking that further. A full game session which:
1) Generates the players' characters in a life-path way
2) Involves all the players at the table
3) Has actual gaming--roleplaying, social, exploration, combat--fully integrated into it.
4) Creates backstory, character connections with each other, etc.
This is the vaguest of ideas in the deepest recesses of my mind. Right now I don't know what that would look like. But let's approach this as a game design challenge.
I kind thought, what if the players played through several 'scenes', one from each stage in their backstory--one as a child, one as a young adult, one in their first career, etc. But for all the players to be involved, all the characters would have to know each other from childhood and have geographically similar lives. Each secene then increases stats etc. like most life-path systems do.
Perhaps each player has a scene and the others play NPCs. But that then means a LOT of scenes. And doesn't help with geneating connections between them.
Anyway. Just random musings of what's been on my mind this week! Any thoughts? How would you approach this problem?
I also like it when systems generate PC connections during character generation.
Traveller presents character generation as a mini-game. I like the idea of taking that further. A full game session which:
1) Generates the players' characters in a life-path way
2) Involves all the players at the table
3) Has actual gaming--roleplaying, social, exploration, combat--fully integrated into it.
4) Creates backstory, character connections with each other, etc.
This is the vaguest of ideas in the deepest recesses of my mind. Right now I don't know what that would look like. But let's approach this as a game design challenge.
I kind thought, what if the players played through several 'scenes', one from each stage in their backstory--one as a child, one as a young adult, one in their first career, etc. But for all the players to be involved, all the characters would have to know each other from childhood and have geographically similar lives. Each secene then increases stats etc. like most life-path systems do.
Perhaps each player has a scene and the others play NPCs. But that then means a LOT of scenes. And doesn't help with geneating connections between them.
Anyway. Just random musings of what's been on my mind this week! Any thoughts? How would you approach this problem?

