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The Ship of Theseus and 5e Homebrewing/3pp
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<blockquote data-quote="Celebrim" data-source="post: 7899229" data-attributes="member: 4937"><p>The outcome of most CharGen is a one page reference sheet, often with an attached 'inventory'. Inventory often turns out to be the most complicated aspect of both CharGen and character management, and it wouldn't be entirely wrong to call old school RPGs (both P&P and cRPGs) "inventory management games". </p><p></p><p>But if you are actually referring to everything you need to know about CharGen being one page, or all the rules being one page, I doubt any really solid system meant for general meets that ambition. I could manage that with my own SIPS system, but it was meant for running games with 5 year olds and while I'm rather fond of the system, it lacks the complexity in its bare bones version for achieving anything but a pure Narrative game.</p><p></p><p>The best way to introduce a game to a new player is start them playing. Do not attempt to force the rules or the complexity of CharGen down their throats in the first or even fifth session, unless it's such a basic system that CharGen can be over in 20 minutes tops. It's much better to hand them a stack of pregenerated character sheets, and let them pick one. Your probably much better at knowing how to achieve common ambitions and archetypes at this point than they are, and what they really need to do is get to playing. This is true whether you have a homebrew system or an established system with rock solid credentials.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7899229, member: 4937"] The outcome of most CharGen is a one page reference sheet, often with an attached 'inventory'. Inventory often turns out to be the most complicated aspect of both CharGen and character management, and it wouldn't be entirely wrong to call old school RPGs (both P&P and cRPGs) "inventory management games". But if you are actually referring to everything you need to know about CharGen being one page, or all the rules being one page, I doubt any really solid system meant for general meets that ambition. I could manage that with my own SIPS system, but it was meant for running games with 5 year olds and while I'm rather fond of the system, it lacks the complexity in its bare bones version for achieving anything but a pure Narrative game. The best way to introduce a game to a new player is start them playing. Do not attempt to force the rules or the complexity of CharGen down their throats in the first or even fifth session, unless it's such a basic system that CharGen can be over in 20 minutes tops. It's much better to hand them a stack of pregenerated character sheets, and let them pick one. Your probably much better at knowing how to achieve common ambitions and archetypes at this point than they are, and what they really need to do is get to playing. This is true whether you have a homebrew system or an established system with rock solid credentials. [/QUOTE]
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