My players said no....

Crothian

First Post
I am starting a new Babylon 5 game, first time any of us has tried this game. So in character genreation I told them they can just assign ability scores as they liked ie no rolling, no point buy, give yourself the attibutes you want. They said no. They each on their own went with the exact same generation method, 4d6 6 times, roll two strings. After one player had rolled them she thought her attributes were a bit to low for what she wanted to do. I told her she's still allowed to pick her numbers, so she could raise them but she refused deciding to stick with the lower numbers.

I love my group :cool:
 
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No, since what I plan to do is not effected by how they make their characters, or even what their characters are. They are just a pice of the puzzle, and the last piece at that.
 



Crothian said:
No, since what I plan to do is not effected by how they make their characters, or even what their characters are. They are just a pice of the puzzle, and the last piece at that.

Crothian, I've got no real opinion on the issue of how your group generates ability scores. And I may also be reading too much into your second post. But what I've quoted above struck a bit of a nerve with me.

The campaign that I'm currently playing in is heading toward a conclusion and, while overall it has been pretty good, the sort of mindset you represent above has plagued the game and made it somewhat less enjoyable. We, as players, have all felt generally apathetic about the ongoing plotline because it has nothing much to do with us. We went on the "adventure" because we were expected to and it was clearly what the GM had planned, not because there was a very good reason for us to.

If I'm overreacting to what you posted then feel free to ignore this. But I did comment to our GM (and he said that, in retrospect, I was absolutely correct) that it SHOULD matter what PC's the players show up with on the first night of the campaign and that some effort to make them feel emotionally invested in pursuing the GM's plotline should be made. Otherwise they will probably feel like they are just walking along picking up the breadcrumbs that you're dropping.
 

We recently started a new game, and the consensus was to do 4d6, drop the lowest, assign as wanted.

I decided against that. I rolled -3- d6, and assigned as I wanted.

I was shooting for a peasant, and I felt that 4d6 was gonna make my scores too high.

Turns out, I rolled really good, anyway - 7,11,13,13,14,16.

One of the guys I play with has expressed interest in the "put whatever scores you want" method. I'm not sure I would care for that, either. I like letting fate decide. Yea, rolling is part of the fun.
 

Rel said:
Crothian, I've got no real opinion on the issue of how your group generates ability scores. And I may also be reading too much into your second post. But what I've quoted above struck a bit of a nerve with me.

The campaign that I'm currently playing in is heading toward a conclusion and, while overall it has been pretty good, the sort of mindset you represent above has plagued the game and made it somewhat less enjoyable. We, as players, have all felt generally apathetic about the ongoing plotline because it has nothing much to do with us. We went on the "adventure" because we were expected to and it was clearly what the GM had planned, not because there was a very good reason for us to.

I think you're reading a bit more into his post than is readily there. Note that he said it doesn't matter what the characters ARE... but not that it doesn't matter what they DO once the campaign gets started.
 

I'm not sure that I necessarily care for rolling over, say, some form of "buy" system. But just assigning them seems too freeform to me; I feel directionless without some kind of system. ;)
 

I much prefer to roll for stats, and generally dislike point buy systems. Given the option of assigning stats as I wanted without any system would probably put me into "option paralysis". I wouldn't want to pick stats that were too good, but at the same time, I would want to create the uber-PC that I've always wanted. But I've tended to swing to the munchkin side when it come to character developement, tempered by coming up with background/personality after I have stats on paper. So I guess I'd probably act the same way that your players did.
 

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